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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/README.md | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
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diff --git a/gfx/angle/README.md b/gfx/angle/README.md new file mode 100755 index 000000000..91a47441b --- /dev/null +++ b/gfx/angle/README.md @@ -0,0 +1,75 @@ +# ANGLE - Almost Native Graphics Layer Engine + +The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other +OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available +for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop +OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is +underway, and future plans include compute shader support (ES 3.1) and MacOS support. + +### Level of OpenGL ES support via backing renderers + +| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | +|----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:| +| OpenGL ES 2.0 | complete | complete | complete | complete | in progress | +| OpenGL ES 3.0 | | complete | complete | in progress | not started | +| OpenGL ES 3.1 | | not started | in progress | in progress | not started | + +### Platform support via backing renderers + +| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | +|------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:| +| Windows | complete | complete | complete | complete | in progress | +| Linux | | | complete | | planned | +| Mac OS X | | | in progress | | | +| Chrome OS | | | | complete | planned | +| Android | | | | complete | planned | + +ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. +ANGLE also provides an implementation of the EGL 1.4 specification. + +ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows +platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated +Canvas2D implementation and the Native Client sandbox environment. + +Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL +implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of +the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders +are accepted across browsers and platforms. The shader translator can be used to translate shaders +to other shading languages, and to optionally apply shader modifications to work around bugs or +quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even +ESSL for native GLES2 platforms. + +## Sources + +ANGLE repository is hosted by Chromium project and can be +[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with + + git clone https://chromium.googlesource.com/angle/angle + + +## Building + +View the [Dev setup instructions](doc/DevSetup.md). For generating a Windows Store version of ANGLE view the [Windows Store instructions](doc/BuildingAngleForWindowsStore.md) + +## Contributing + +* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date. +* Join us on IRC in the #ANGLEproject channel on FreeNode. +* File bugs in the [issue tracker](http://code.google.com/p/angleproject/issues/list) (preferably with an isolated test-case). +* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project. + + +* Read ANGLE development [documentation](doc). +* Look at [pending](https://chromium-review.googlesource.com/#/q/project:angle/angle+status:open) + and [merged](https://chromium-review.googlesource.com/#/q/project:angle/angle+status:merged) changes. +* Become a [code contributor](doc/ContributingCode.md). +* Use ANGLE's [coding standard](doc/CodingStandard.md). +* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md). +* Get help on [debugging ANGLE](doc/DebuggingTips.md). + + +* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page). +* Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing). +* Learn about the past, present, and future of the ANGLE implementation in [this recent presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false). +* If you use ANGLE in your own project, we'd love to hear about it! + |