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46 lines
1.8 KiB
46 lines
1.8 KiB
# Multiplatform ANGLE Refactor Complete
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ANGLE's [multiplatform refactoring effort](MANGLE.md) is now complete, paving
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the way for additional rendering backends, allowing ANGLE to enable OpenGL ES
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not just over Direct3D 9 and 11, but also desktop OpenGL.
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The refactoring we've done encapsulates D3D-related assumptions and API calls at
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the renderer level, so that no D3D calls are made in the renderer-agnostic
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portions of the codebase, and D3D-specific feature implementations won't be
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included on non-D3D platforms. For example, the creation and maintenance of
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CPU-side copies of texture data, which are required to enable GL-style
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per-mip-level texture creation over D3D's entire-mipchain texture creation API,
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is contained entirely within the D3D renderers, allowing a GL implementation to
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avoid this complication.
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Work will now begin within ANGLE to add a desktop OpenGL renderer, and EGL
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implementations compatible with OS X and Linux.
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# ES 3.0 Development Status
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Our ES 3.0 development branch was merged into mainline ANGLE in April 2014, but
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ES 3.0 support is not yet complete. The majority of API functionality has been
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implemented; features still pending include:
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* ETC2/EAC support
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* primitive restart index
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* drawRangeElements
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* full GetProgramBinary support in core
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Additional work remains in the compiler, including:
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* Array .length()
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* inf/nan detection
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* math utility functions, rounding
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* VertexID/InstanceID support
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* floating point packing functions
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* operators new in ES 3.0
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* name redeclaration
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* relaxed array indexing
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* switch statement support
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* loop & iteration improvements
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ES 3.0 features should not be considered stable, even where implemented, and
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some features are present only via naive implementation so far, but we welcome
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bugs filed against this functionality, and thank all our contributors!
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