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 | complete | 14| OpenGL ES 3.0 | | complete | complete | complete | complete | complete | 15| OpenGL ES 3.1 | | [incomplete][ES31OnD3D] | complete | complete | complete | | 16| OpenGL ES 3.2 | | | in progress | in progress | complete | | 17 18Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This 19version of the specification is thus supported on all platforms specified above that support OpenGL 20ES 3.0 with [known issues][ES1]. 21 22[ES31OnD3D]: doc/ES31StatusOnD3D11.md 23[ES1]: doc/ES1Status.md 24 25### Platform support via backing renderers 26 27| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | 28|-------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|:--------------------:| 29| Windows | complete | complete | complete | complete | complete | | 30| Linux | | | complete | | complete | | 31| Mac OS X | | | complete | | | complete [1] | 32| iOS | | | | | | complete [2] | 33| Chrome OS | | | | complete | planned | | 34| Android | | | | complete | complete | | 35| Fuchsia | | | | | complete | | 36 37[1] Metal is supported on macOS 10.14+ 38 39[2] Metal is supported on iOS 12+ 40 41ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011. 42 43ANGLE has received the following certifications with the Vulkan backend: 44* OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019) 45* OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020) 46* OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020) 47* OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023) 48 49ANGLE also provides an implementation of the EGL 1.5 specification. 50 51ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows 52platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated 53Canvas2D implementation and the Native Client sandbox environment. 54 55Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL 56implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of 57the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders 58are accepted across browsers and platforms. The shader translator can be used to translate shaders 59to other shading languages, and to optionally apply shader modifications to work around bugs or 60quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D 61HLSL, and even ESSL for native GLES2 platforms. 62 63### OpenCL Implementation 64 65In addition to OpenGL ES, ANGLE also provides an optional `OpenCL` runtime built into the same 66output GLES lib. 67 68This work/effort is currently **work-in-progress/experimental**. 69 70This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be 71translated to other HW-supported APIs available on that platform. 72 73### Level of OpenCL support via backing renderers 74 75| | Vulkan | OpenCL | 76|-------------|:-----------:|:-----------:| 77| OpenCL 1.0 | in progress | in progress | 78| OpenCL 1.1 | in progress | in progress | 79| OpenCL 1.2 | in progress | in progress | 80| OpenCL 3.0 | in progress | in progress | 81 82Each supported backing renderer above ends up being an OpenCL `Platform` for the user to choose from. 83 84The `OpenCL` backend is a "passthrough" implementation which does not perform any API translation 85at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s). 86 87OpenCL also has an online compiler component to it that is used to compile `OpenCL C` source code at runtime 88(similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is 89a list of renderers and what OpenCL C compiler implementation is used for each: 90 91- `Vulkan` : [clspv](https://github.com/google/clspv/tree/main) 92- `OpenCL` : Compiler is part of the native driver 93 94## Sources 95 96ANGLE repository is hosted by Chromium project and can be 97[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with 98 99 git clone https://chromium.googlesource.com/angle/angle 100 101 102## Building 103 104View the [Dev setup instructions](doc/DevSetup.md). 105 106## Contributing 107 108* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date. 109* Join us on [Slack](https://chromium.slack.com) in the #angle channel. You can 110 follow the instructions on the [Chromium developer page](https://www.chromium.org/developers/slack) 111 for the steps to join the Slack channel. For Googlers, please follow the 112 instructions on this [document](https://docs.google.com/document/d/1wWmRm-heDDBIkNJnureDiRO7kqcRouY2lSXlO6N2z6M/edit?usp=sharing) 113 to use your google or chromium email to join the Slack channel. 114* [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case). 115* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project. 116 117 118* Read ANGLE development [documentation](doc). 119* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open) 120 and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes. 121* Become a [code contributor](doc/ContributingCode.md). 122* Use ANGLE's [coding standard](doc/CodingStandard.md). 123* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md). 124* Get help on [debugging ANGLE](doc/DebuggingTips.md). 125* Go through [ANGLE's orientation](doc/Orientation.md) and sift through [issues](https://issues.angleproject.org/). If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the "owner" of the bug. This avoids having multiple people accidentally working on the same issue. 126 127 128* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page). 129* Learn about the internals of ANGLE: 130 * [Overview](https://docs.google.com/presentation/d/1qal4GgddwlUw-TPaXRYeTWLXUoaemgggBuTfg6_rwjU) with a focus on the Vulkan backend (2022) 131 * A [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end (2018). 132 * Historical [presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false) on the evolution of ANGLE and its use in Chromium 133 * Historical [presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing&resourcekey=0-CNvGnQGgFSvbXgX--Y_Iyg) with a focus on D3D 134 * The details of the initial implementation of ANGLE in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) (these details are severely out-of-date, and this reference is listed here for historical reference only) 135* Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md) 136* Read about ANGLE's [testing infrastructure](infra/README.md) 137* View information on ANGLE's [supported extensions](doc/ExtensionSupport.md) 138* If you use ANGLE in your own project, we'd love to hear about it! 139