[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
19 files changed
tree: 3cf80e7dbc6af20fdf36c49f7b620cb4ea7a502b
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. infra/
  6. mingw-w64/
  7. samples/
  8. scripts/
  9. src/
  10. util/
  11. .clang-format
  12. .gitattributes
  13. .gitignore
  14. angle.isolate
  15. angle_on_all_platforms.isolate
  16. AUTHORS
  17. BUILD.gn
  18. codereview.settings
  19. CONTRIBUTORS
  20. DEPS
  21. DEPS.chromium
  22. LICENSE
  23. README.chromium
  24. README.md
README.md

#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 9Direct3D 11Desktop GLGL ES
OpenGL ES 2.0completecompletecompleteplanned
OpenGL ES 3.0nearing completionnearing completionplanned
[Level of OpenGL ES support via backing renderers]
Direct3D 9Direct3D 11Desktop GL
Windows***
Linux*
Mac OS Xin 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