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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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+# 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!
+