michaelfairley / mygl

Software implementation of OpenGL ES 3.2

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A software implementation of OpenGL ES 3.2 (and EGL 1.5) written in Rust, validated against the Khronos's conformance test suite,

Currently working:

  • Compute shaders
  • Vertex processing (including transform feedback)
  • Rasterization
  • Fragment processing (including depth and stencil testing)

Major things still to do:

  • Blending
  • Non-default framebuffers
  • Texture sampling
  • Geometry and tesselation shaders
  • Reorganize threading model to more accurately reflect the typical GPU/driver divide

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Software implementation of OpenGL ES 3.2


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