Merge a0b24d50e6d09b36982e0eec28bf32a66dfcb85b on remote branch

Change-Id: I281d8297fb78874e80135ce468db456be2d21574
tree: 7a650b4f6eb15c80912d06e10a527d544036a28a
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .gitattributes
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  21. Android.bp
  22. AUTHORS
  23. BUILD.gn
  24. codereview.settings
  25. CONTRIBUTORS
  26. DEPS
  27. dotfile_settings.gni
  28. LICENSE
  29. METADATA
  30. OWNERS
  31. PRESUBMIT.py
  32. README.chromium
  33. README.md
  34. WATCHLISTS
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 2.0completecompletecompletecompletecompletein progress
OpenGL ES 3.0completecompletecompletecomplete
OpenGL ES 3.1in progresscompletecompletein progress
OpenGL ES 3.2in progressin progressin progress

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSplanned
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiain progress

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. With the Vulkan backend, ANGLE 2.1.0.d46e2fb1e341 was certified compliant to ES 2.0 in Nov 2019, and ANGLE 2.1.0.f18ff947360d to ES 3.0 in Feb 2020. 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, 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