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  1. 8ea371e Merge WebView M40 build 1832189 into AOSP. by Torne (Richard Coles) · 9 years ago main master android-m-preview-1 android-m-preview-2
  2. fa35bc2 Merge from Chromium at DEPS revision 40.0.2214.107 by Torne (Richard Coles) · 9 years ago ub-webview-m40-release webview-m40_r1 webview-m40_r2 webview-m40_r3 webview-m40_r4
  3. 3fd356e Merge third_party/angle from at d77bd1632e4c3bbe326be4fb32fe6c53187cd5dd by Torne (Richard Coles) · 9 years ago
  4. d77bd16 Fix missing "!" in cube map render target serial check. by Geoff Lang · 9 years ago
  5. 55f0c03 Merge from Chromium at DEPS revision 40.0.2214.45 by Torne (Richard Coles) · 9 years ago

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. 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. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

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.

##Building For building instructions, visit the dev setup wiki.