1# ANGLE - Almost Native Graphics Layer Engine 2 3The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other 4OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available 5for that platform. ANGLE currently provides translation from OpenGL ES 2.0, 3.0 and 3.1 to Vulkan, 6desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to 7Metal and MacOS, Chrome OS, and Fuchsia support. 8 9### Level of OpenGL ES support via backing renderers 10 11| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | 12|----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:|:-------------:| 13| OpenGL ES 2.0 | complete | complete | complete | complete | complete | in progress | 14| OpenGL ES 3.0 | | complete | complete | complete | complete | | 15| OpenGL ES 3.1 | | in progress | complete | complete | in progress | | 16| OpenGL ES 3.2 | | | in progress | in progress | in progress | | 17 18### Platform support via backing renderers 19 20| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | 21|------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|:-----------:| 22| Windows | complete | complete | complete | complete | complete | | 23| Linux | | | complete | | complete | | 24| Mac OS X | | | complete | | | in progress | 25| iOS | | | | | | planned | 26| Chrome OS | | | | complete | planned | | 27| Android | | | | complete | complete | | 28| Fuchsia | | | | | in progress | | 29 30ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 31With the Vulkan backend, ANGLE 2.1.0.d46e2fb1e341 was certified compliant to ES 2.0 in Nov 2019, and 32ANGLE 2.1.0.f18ff947360d to ES 3.0 in Feb 2020. 33ANGLE also provides an implementation of the EGL 1.4 specification. 34 35ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows 36platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated 37Canvas2D implementation and the Native Client sandbox environment. 38 39Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL 40implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of 41the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders 42are accepted across browsers and platforms. The shader translator can be used to translate shaders 43to other shading languages, and to optionally apply shader modifications to work around bugs or 44quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D 45HLSL, and even ESSL for native GLES2 platforms. 46 47## Sources 48 49ANGLE repository is hosted by Chromium project and can be 50[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with 51 52 git clone https://chromium.googlesource.com/angle/angle 53 54 55## Building 56 57View the [Dev setup instructions](doc/DevSetup.md). 58 59## Contributing 60 61* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date. 62* Join us on IRC in the #ANGLEproject channel on FreeNode. 63* Join us on [Slack](https://chromium.slack.com) in the #angle channel. 64* [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case). 65* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project. 66 67 68* Read ANGLE development [documentation](doc). 69* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open) 70 and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes. 71* Become a [code contributor](doc/ContributingCode.md). 72* Use ANGLE's [coding standard](doc/CodingStandard.md). 73* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md). 74* Get help on [debugging ANGLE](doc/DebuggingTips.md). 75* Go through [ANGLE's orientation](doc/Orientation.md) and sift through [starter projects](doc/Starter-Projects.md). 76 77 78* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page). 79* Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing). 80* Learn about the past, present, and future of the ANGLE implementation in [this presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false). 81* Watch a [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end. 82* Track the [dEQP test conformance](doc/dEQP-Charts.md) 83* Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md) 84* Read about ANGLE's [testing infrastructure](infra/README.md) 85* If you use ANGLE in your own project, we'd love to hear about it! 86