

Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms.
2018 OPENGL EXTENSIONS VIEWER CHROME MAC OS
It is used on Mac OS X, Linux, and in mobile variants of the browsers. Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment. ANGLE also provides an implementation of the EGL 1.4 specification.ĪNGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Level of OpenGL ES support via backing renderersĪNGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. 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.

src/tests/gl_tests/BlitFramebufferANGLETest.cpp ĪNGLE - Almost Native Graphics Layer Engine.src/libANGLE/renderer/vulkan/FramebufferVk.cpp.src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp.These changes here are preliminary to implementing the blit forĭepth/stencil in Vulkan when using the viewport flipping.Ĭhange-Id: I6d55084e559d3110c8eeb0e7acb4e6fb09b6c1b5 Improving the tests revealed a bug in D3D 11 Fast Path rendering. Vulkan/D3D11: Improve blit framebuffer tests and fix bug in D3D11
