gecko-dev/gfx/angle
Jeff Muizelaar 7401eee88e Bug 1112780. Recreate the RenderTargetView on demand. r=jgilbert
This avoids reusing the RenderTargetView across AcquireSync/ReleaseSync pairs
and fixes bug 1109718. It adds a ReleaseSync call to ANGLE
that causes it to invalidate the RenderTargetView.

--HG--
extra : rebase_source : 993a437f5d1e1bfda32ef995b09f216930f174e1
2014-12-28 00:01:02 -05:00
..
include Bug 1092582. Add support to ANGLE for using IDXGIKeyedMutex. 2014-11-01 14:11:02 -04:00
src Bug 1112780. Recreate the RenderTargetView on demand. r=jgilbert 2014-12-28 00:01:02 -05:00
AUTHORS Bug 1085046. Update ANGLE to get Intel D3D11 texture upload performance work around. 2014-10-28 23:04:32 -04:00
BUILD.gn Bug 1076020. Update to ANGLE 2182 + fixes. 2014-10-09 15:08:59 -04:00
CONTRIBUTORS Bug 1085046. Update ANGLE to get Intel D3D11 texture upload performance work around. 2014-10-28 23:04:32 -04:00
DEPS Bug 1076020. Update to ANGLE 2182 + fixes. 2014-10-09 15:08:59 -04:00
LICENSE
Makefile.in Bug 1083931. Remove pedantic filtering that snuck back in. 2014-10-16 13:54:35 -04:00
moz.build Bug 1076020. Update to ANGLE 2182 + fixes. 2014-10-09 15:08:59 -04:00
README.chromium
README.md Bug 1036068 - Update ANGLE to chromium/2151. r=jrmuizel 2014-09-19 16:35:54 -07:00
README.mozilla Bug 1036068 - Update ANGLE to chromium/2151. r=jrmuizel 2014-09-19 16:35:54 -07:00

#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 hardwareaccelerated 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