kakashidinho / metalangle

MetalANGLE: OpenGL ES to Metal API translation layer
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angle mac-catalyst metal opengl opengl-es opengles translation

MetalANGLE - OpenGL ES to Apple Metal API Translation Layer

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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):

Current Metal backend implementation status

How to build Metal ANGLE for MacOS & iOS

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.

Differences between MetalANGLE and Google's ANGLE


Google's 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 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.

Level of OpenGL ES support via backing renderers

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

Platform support via backing renderers

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.

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