commit | 9d164ca471cfe79b4a13357d941c02a69757df70 | [log] [tgz] |
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author | Shahbaz Youssefi <syoussefi@chromium.org> | Thu Jan 10 17:46:16 2019 |
committer | Shahbaz Youssefi <syoussefi@chromium.org> | Fri Feb 08 21:32:16 2019 |
tree | 203739a9673e517297db980516c15a17c237607a | |
parent | a6992f2f25d7b4054e6138bb20e86ffcfb90f9a2 [diff] |
Make BlobCache use independent from ANGLE_program_cache_control The decision to enable caching or not was based on the size of the cache as directed by eglProgramCacheResizeANGLE, which is incorrect for applications that only use the ANDROID_blob_cache extension. The new behavior is as follows: - If EGL_CONTEXT_PROGRAM_BINARY_CACHE_ENABLED_ANGLE is specifically requested and set to true, but the size of the cache is 0, caching is disabled for the context. - If EGL_CONTEXT_PROGRAM_BINARY_CACHE_ENABLED_ANGLE is specifically requested and set to false, caching is disabled for the context. - Otherwise, caching is left enabled for the context, although the cache possibly has a size of zero, which effectively disables it. During application execution, if the blob cache callbacks are set, the application cache will be used. Approved for merge into M72: https://bugs.chromium.org/p/chromium/issues/detail?id=896406#c29 Bug: 896406, angleproject:2516 Change-Id: Ic0cabda03fb6bf53994e86e3ede30afc8021d67e Reviewed-on: https://chromium-review.googlesource.com/c/1405708 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> (cherry picked from commit 37d2e606c6000985f886a8575526cc3a8cd930b6) Reviewed-on: https://chromium-review.googlesource.com/c/1459604 Reviewed-by: Shahbaz Youssefi <syoussefi@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.
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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.
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Use ANGLE's coding standard.
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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!