commit | 6e56faae632e67390afb2dd897b4559f25de36f4 | [log] [tgz] |
---|---|---|
author | Michael Spang <spang@chromium.org> | Thu Jun 25 19:05:38 2015 |
committer | Jamie Madill <jmadill@chromium.org> | Thu Jun 25 20:44:35 2015 |
tree | 1238570e985ad5cbe7a1a3c23a2f83f0afbde317 | |
parent | 9e582b9340bec8cad1a7caf0f72e7866e3a793e4 [diff] |
Add opaque definitions of EGL platform types for ozone chromium builds These are copied from chromium's modified eglplatform.h. It is necessary in order to build ANGLE for freon Chrome OS boards because X11 headers aren't included in the SDK. BUG=504501 TEST=cros chrome-sdk --board link gclient runhooks ninja -C out_link/Release chromium_builder_tests Change-Id: I37c3cba280689ec8d8a13e8946b1401d4bba7ea8 Reviewed-on: https://chromium-review.googlesource.com/281992 Tested-by: Michael Spang <spang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Michael Spang <spang@chromium.org>
#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.
##Contributing