tree: 1e56d224b797047b00515e9ca54ecaef8e70448f [path history] [tgz]
  1. android/
  2. ANGLE.xcodeproj/
  3. build_overrides/
  4. Configurations/
  5. doc/
  6. extensions/
  7. gni/
  8. include/
  9. infra/
  10. samples/
  11. scripts/
  12. src/
  13. third_party/
  14. tools/
  15. util/
  16. .clang-format
  17. .gitattributes
  18. .gitignore
  19. .gn
  20. .style.yapf
  21. .vpython
  22. .vpython3
  23. .yapfignore
  24. additional_readme_paths.json
  25. adjust-angle-include-paths-rule
  26. adjust-angle-include-paths.py
  27. Android.mk
  28. ANGLE.plist
  29. AUTHORS
  30. BUILD.gn
  31. changes.diff
  32. CMakeLists.txt
  33. codereview.settings
  34. Compiler.cmake
  35. CONTRIBUTORS
  36. D3D.cmake
  37. DEPS
  38. DIR_METADATA
  39. dotfile_settings.gni
  40. GL.cmake
  41. GLESv2.cmake
  42. gni-to-cmake.py
  43. LICENSE
  44. linux.cmake
  45. Makefile
  46. Metal.cmake
  47. OWNERS
  48. PlatformGTK.cmake
  49. PlatformMac.cmake
  50. PlatformPlayStation.cmake
  51. PlatformWin.cmake
  52. PlatformWPE.cmake
  53. PRESUBMIT.py
  54. README.chromium
  55. README.md
  56. WATCHLISTS
Source/ThirdParty/ANGLE/README.md

ANGLE - Almost Native Graphics Layer Engine

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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletein progress
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSin progress
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiacomplete

ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

ANGLE has received the following certifications with the Vulkan backend:

  • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
  • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
  • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

ANGLE also provides an implementation of the EGL 1.5 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, Vulkan 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