commit | 4ecbe858a43fe8f971b0c88e682c8c130b60c0c9 | [log] [tgz] |
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author | Scott Graham <scottmg@chromium.org> | Wed Jan 28 20:29:53 2015 |
committer | Jamie Madill <jmadill@chromium.org> | Wed Jan 28 21:10:21 2015 |
tree | e5e7b651237e8b5129c6f9f3e370367e50e77456 | |
parent | 9e0478f62fbc2f24d4ec233ef655d50b9dc0b812 [diff] |
Avoid double copy of d3dcompiler_47.dll ninja expects the output of an action to update the timestamp, however a plain copy does not do this. So on a second run, ninja sees the timestamp of the copy .bat is newer than the dll (original publish date) so it re-copies. To avoid this, `touch` the dll on copy. BUG=453037 Change-Id: Icb849d2b0faaceeccfc33e2eda509c835c9cdc93 Reviewed-on: https://chromium-review.googlesource.com/244040 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Scott Graham <scottmg@chromium.org> (cherry picked from commit b633dc61438af358b6c581e0b9a12b55ac16cc29) Reviewed-on: https://chromium-review.googlesource.com/244051 Tested-by: Jamie Madill <jmadill@chromium.org>
#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 hardware‐accelerated 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