commit | 316c60650214130de83be8fde553c7bd0c2f8f00 | [log] [tgz] |
---|---|---|
author | Jamie Madill <jmadill@chromium.org> | Tue May 29 10:49:45 2018 -0400 |
committer | Commit Bot <commit-bot@chromium.org> | Tue May 29 16:48:57 2018 +0000 |
tree | e4334cd371b7455047a8be56f7b64003f054d060 | |
parent | b26ab82541499c7bca250484a6f962a4a663bfa1 [diff] |
Vulkan: Call GraphResource instead of GraphNode. We don't need to use the CommandGraphNode class directly. This CL consolidates our code so we never call the GraphNodes class directly. Instead we call operations on GraphResource. This should simplify the interaction with APIs from the various graph and dependency management classes in the Vulkan back-end. A new concept of 'starting' vs 'appending' commands is introduced. Appending tries to avoid starting new command buffers when possible. Should not change how the graphs are constructed, and mostly be a refactoring change. There may be minor behaviour changes to some commands. Bug: angleproject:2539 Change-Id: Ia971e5cacb1164b9b3b22fa4a0a55b954d81f10e Reviewed-on: https://chromium-review.googlesource.com/1052068 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
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.
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 |
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
---|---|---|---|---|---|
Windows | complete | complete | complete | complete | in progress |
Linux | complete | in progress | |||
Mac OS X | in progress | ||||
Chrome OS | complete | planned | |||
Android | complete | in progress |
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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions
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Join us on IRC in the #ANGLEproject channel on FreeNode.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this presentation.
Watch a short presentation on the Vulkan back-end.
If you use ANGLE in your own project, we'd love to hear about it!