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include/H11-Apr-2017-11,6769,936

src/H11-Apr-2017-356,167278,606

AUTHORSH A D11-Apr-2017970 4944

BUILD.gnH A D11-Apr-201712.9 KiB565481

CONTRIBUTORSH A D11-Apr-20171.9 KiB122104

DEPSH A D11-Apr-20173.4 KiB112101

DEPS.chromiumH A D11-Apr-2017914 2724

LICENSEH A D11-Apr-20171.6 KiB3332

Makefile.inH A D11-Apr-2017495 2010

README.chromiumH A D11-Apr-2017238 118

README.mdH A D11-Apr-20174.7 KiB7654

README.mozillaH A D11-Apr-20171.8 KiB4933

moz.buildH A D11-Apr-20177.3 KiB183166

README.chromium

1Name: ANGLE
2URL: https://code.google.com/p/angleproject/
3Version: 2422
4License: BSD
5License File: LICENSE
6
7Description:
8ANGLE is a conformant implementation of the OpenGL ES 2.0
9specification that is hardware‐accelerated via Direct3D.
10
11

README.md

1# ANGLE - Almost Native Graphics Layer Engine
2
3The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other
4OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available
5for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop
6OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is
7underway, and future plans include compute shader support (ES 3.1) and MacOS support.
8
9### Level of OpenGL ES support via backing renderers
10
11|                |  Direct3D 9   |  Direct3D 11     |   Desktop GL   |    GL ES      |    Vulkan     |
12|----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:|
13| OpenGL ES 2.0  |    complete   |    complete      |    complete    |   complete    |  in progress  |
14| OpenGL ES 3.0  |               |    complete      |    complete    |  in progress  |  not started  |
15| OpenGL ES 3.1  |               |   not started    |   in progress  |  in progress  |  not started  |
16
17### Platform support via backing renderers
18
19|             |    Direct3D 9  |   Direct3D 11  |   Desktop GL  |    GL ES    |   Vulkan    |
20|------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|
21| Windows     |    complete    |    complete    |   complete    |   complete  | in progress |
22| Linux       |                |                |   complete    |             |   planned   |
23| Mac OS X    |                |                |   in progress |             |             |
24| Chrome OS   |                |                |               |   complete  |   planned   |
25| Android     |                |                |               |   complete  |   planned   |
26
27ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011.
28ANGLE also provides an implementation of the EGL 1.4 specification.
29
30ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
31platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
32Canvas2D implementation and the Native Client sandbox environment.
33
34Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
35implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
36the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
37are accepted across browsers and platforms. The shader translator can be used to translate shaders
38to other shading languages, and to optionally apply shader modifications to work around bugs or
39quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even
40ESSL for native GLES2 platforms.
41
42## Sources
43
44ANGLE repository is hosted by Chromium project and can be
45[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
46
47    git clone https://chromium.googlesource.com/angle/angle
48
49
50## Building
51
52View the [Dev setup instructions](doc/DevSetup.md). For generating a Windows Store version of ANGLE view the [Windows Store instructions](doc/BuildingAngleForWindowsStore.md)
53
54## Contributing
55
56* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
57* Join us on IRC in the #ANGLEproject channel on FreeNode.
58* File bugs in the [issue tracker](http://code.google.com/p/angleproject/issues/list) (preferably with an isolated test-case).
59* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
60
61
62* Read ANGLE development [documentation](doc).
63* Look at [pending](https://chromium-review.googlesource.com/#/q/project:angle/angle+status:open)
64  and [merged](https://chromium-review.googlesource.com/#/q/project:angle/angle+status:merged) changes.
65* Become a [code contributor](doc/ContributingCode.md).
66* Use ANGLE's [coding standard](doc/CodingStandard.md).
67* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
68* Get help on [debugging ANGLE](doc/DebuggingTips.md).
69
70
71* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
72* Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing).
73* Learn about the past, present, and future of the ANGLE implementation in [this recent presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false).
74* If you use ANGLE in your own project, we'd love to hear about it!
75
76

README.mozilla

1This is the ANGLE project, originally from https://chromium.googlesource.com/angle/angle
2
3The Mozilla upstream is the 'mozilla' branch from https://github.com/mozilla/angle, which
4includes Mozilla-specific patches on top of upstream.
5
6=== How to upgrade ANGLE ===
7
81. git clone https://github.com/mozilla/angle angle
9
102. Go into the angle dir, and add the google upstream as a remote:
11     git remote add google https://chromium.googlesource.com/angle/angle
12
133. Fetch the new google upstream:
14     git fetch google
15
164. Switch to the mozilla branch
17     git checkout mozilla
18
195. Rebase the mozilla branch on top of the new google master.  Fix up patches along the way,
20   remove unneded commits.  Google seems to have "chromium/2059" branches as well, that I
21   assume are merges into the Chromium tree.  These might be a good point to rebase on
22   as well, instead of google/master:
23     git rebase -i google/master
24  or git rebase -i google/chromium/2081  (whatever the latest is in 'git branch -a')
25
266. Re-generate moz.build files:
27     ./gyp_mozbuild
28
297. nuke mozilla-central/gfx/angle directory
30
318. copy all the relevant files from the github checkout
32     cd mozilla-central
33     mkdir gfx/angle
34     cp -r /c/proj/angle/[A-Z]* /c/proj/angle/{include,src,moz.build} gfx/angle
35
369.  Build. Fix things until it builds.
37
3810. Try runs and reviews!
39
4011. Once reviews are done and checkin is ready, tag the equivalent git repo:
41    git tag -a mozilla-bug-123456 -m "ANGLE update for bug 123456"
42
4312. Push the new mozilla branch, along with the tags upstream:
44    git push --tags mozilla +mozilla
45
46The "mozilla" branch head will keep moving, since it will keep getting rebased.
47The tags will point to the topmost commit that was used for a particular bug number,
48so that we can see its history if needed.
49