Skip to content

technicaljicama/ANGLE-vita

Repository files navigation

ANGLE - Almost Native Graphics Layer Engine

Vita version

This is a port of ANGLE that runs on the Playstation Vita via PVR_PSP2

Compiling

To compile this port for use with vitasdk, do the following in the project root:

cmake .
make -j8

Then, you'll have to copy liblibGLESv2.a to (VITASDK)/arm-vita-eabi/lib/ You'll also have to copy the include/GLES2 folder into (VITASDK)/arm-vita-eabi/include/angle/ (make a folder called angle there)

Usage

Remove the includes to GLES2 from PVRPSP2, if you have any

My includes look like this as an example:

#include <angle/GLES2/gl2.h>
#include <angle/GLES2/gl2ext.h>
#include <EGL/eglplatform.h>
#include <EGL/egl.h>
#include <gpu_es4/psp2_pvr_hint.h>

To use it inside your project link the following libraries:

liblibGLESv2.a
liblibIMGEGL_stub.a
liblibgpu_es4_ext_stub.a

Then, initialize PVR_PSP2 and EGL as usual. After the EGL context is created, call glInitAngle(0, 0, 0); before any GLES2 call.

VPK

The vpk should include:

libGLESv2.suprx
libgpu_es4_ext.suprx
libIMGEGL.suprx
libpvrPSP2_WSEGL.suprx

Make sure these files are from PVR_PSP2 Version 3.5 if you have issues with the latest release of PVR_PSP2.

About the original project

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. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

Level of OpenGL ES support via backing renderers

Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
OpenGL ES 2.0 complete complete complete complete in progress
OpenGL ES 3.0 complete complete in progress not started
OpenGL ES 3.1 not started in progress in progress not started

Platform support via backing renderers

Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
Windows complete complete complete complete in progress
Linux complete in progress
Mac OS X in progress
Chrome OS complete planned
Android complete in progress

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.

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.

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions.

Contributing

About

A port of ANGLE for the Playstation Vita

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published