commit | eb9fc01976932bc8f996722da395297ba70ac900 | [log] [tgz] |
---|---|---|
author | Yahan Zhou <yahan@google.com> | Thu Jul 20 16:55:32 2017 -0700 |
committer | Yahan Zhou <yahan@google.com> | Tue Jul 25 23:28:59 2017 +0000 |
tree | 3cf80e7dbc6af20fdf36c49f7b620cb4ea7a502b | |
parent | 9d82962dc582aefb030155ee3e402e7f7ce2c5eb [diff] |
[ANGLE Snapshot] Fix up texture read and texture format convertion This CL fixes angle texture reading for snapshot. After this CL, snapshot in GLES2 Antutu benchmark should work. The CL has 2 things: (1) Change the code path for texture loading. The previous implementation load textures from TextureStorage. It turns out that ANGLE does not store all its textures in TextureStorage. This CL loads it from ImageD3D instead, which either stores the texture by itself or knows how to load the texture from TextureStorage. (2) Convert formats when loading textures. ANGLE has its own internal texture formats and requires format convertion when loading textures. Change-Id: I8911681cd7d084ae3d84f180667e5083d9b87d5f
#ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | |
---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | planned |
OpenGL ES 3.0 | nearing completion | nearing completion | planned | |
[Level of OpenGL ES support via backing renderers] |
Direct3D 9 | Direct3D 11 | Desktop GL | |
---|---|---|---|
Windows | * | * | * |
Linux | * | ||
Mac OS X | in progress | ||
[Platform support via backing renderers] |
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.
##Browsing Browse ANGLE's source in the repository
##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions
##Contributing