This is a fork of Google's ANGLE project. It adds Metal API backend support. Apple announced OpenGL (ES) deprecation in 2018. So the purpose of MetalANGLE is to allow OpenGL ES applications to continue operate on Apple platforms by translating OpenGL ES draw calls to Metal draw calls under the hood. It also supports OpenGL ES & Metal's interop.
30 Jun 2021 Update: Most of this repo's OpenGL ES 3.0 implementing code in Metal has been merged into official ANGLE
repo.
Initially, this was the only place where Metal backend's developments took place. It is not true anymore as Apple
are also
making modifications and are in a progress of merging their changes into official ANGLE
.
See current Differences between MetalANGLE and official ANGLE.
2023 Update: This repo is currently not in active development. Because I officially joined Google last year. As such, all the ANGLE
related developments should be redirected to official ANGLE repo instead. In future I am planning to create a separate repo containing
only the high level wrapper layer MGLKit
+ iOS Xcode project. See https://github.com/kakashidinho/metalangle/issues/79.
Preliminary Metal based WebGL benchmarks (based on gles3-dev branch code):
ANGLE
project and currently buggy/not fully compliant.GL_TRIANGLE_FAN
& GL_LINE_LOOP
support in draw calls yet.GL_TRIANGLE_FAN
& GL_LINE_LOOP
by generating index buffer on the fly using Metal compute shader.View the Metal backend's Dev setup instructions.
Currently, for convenience, MetalANGLE can also be built using an Xcode project provided in
ios/xcode
& mac/xcode
folder. The Xcode project also builds
MGLKit utilities wrapper library which provides
MGLContext
, MGLLayer
, MGLKView
, MGLKViewController
, similar to Apple's provided GLKit
classes such as CAEAGLContext
, CAEAGLLayer
, GLKView
, GLKViewController
. Please open
MGLKitSamples.xcodeproj
for example iOS app using this MGLKit
library.
This documents contains some guides to port GLKit
apps to use MGLKit
.
Nevertheless, you still need to setup the required environment and dependencies properly as mentioned in Metal backend's Dev setup instructions first.
MetalANGLE
and ANGLE
.Apple
directly to ANGLE
repo. Those changes might not be
included in MetalANGLE
because of some development conflicts. Most of the Apple's changes benefit the Webkit's
WebGL standards and might not have optimal performance for normal uses. These changes from Apple include:
MetalANGLE
includes iOS supports and high level API such as
MGLKit that mimics Apple's deprecated EAGL
&
GLKit
API. These features are unlikely to be merged into ANGLE
since ANGLE
project doesn't
have any plan to support iOS in near future.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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | complete | complete | complete |
OpenGL ES 3.0 | complete | complete | complete | in progress | 90% complete | |
OpenGL ES 3.1 | in progress | complete | complete | in progress | ||
OpenGL ES 3.2 | planned | planned | planned |
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete | |
Linux | complete | complete | ||||
Mac OS X | complete | complete | ||||
iOS | complete | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
Fuchsia | in progress |
ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, Direct3D HLSL, and even ESSL for native GLES2 platforms.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions.
Join our Google group to keep up to date.
Join us on IRC in the #ANGLEproject channel on FreeNode.
Join us on Slack in the #angle channel.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Go through ANGLE's orientation and sift through starter projects.
Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this presentation.
Watch a short presentation on the Vulkan back-end.
Track the dEQP test conformance
Read design docs on the Vulkan back-end
If you use ANGLE in your own project, we'd love to hear about it!