Top Related Projects
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
One stop solution for all Vulkan samples
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
Quick Overview
ANGLE (Almost Native Graphics Layer Engine) is an open-source graphics engine abstraction layer developed by Google. It allows WebGL and OpenGL ES applications to run on multiple platforms by translating OpenGL ES and OpenGL ES API calls to various native graphics APIs, such as Direct3D, Metal, and Vulkan.
Pros
- Cross-platform compatibility: Enables developers to write graphics code once and run it on multiple platforms
- Performance optimization: Provides efficient translation of graphics APIs, minimizing overhead
- Active development: Regularly updated and maintained by Google and the open-source community
- Widely adopted: Used in major browsers like Chrome and Firefox for WebGL support
Cons
- Learning curve: Requires understanding of graphics APIs and ANGLE's specific implementation
- Limited to OpenGL ES: Not suitable for applications requiring full OpenGL functionality
- Potential inconsistencies: Slight differences in behavior across different backend implementations
- Debugging complexity: Troubleshooting issues can be challenging due to the abstraction layer
Code Examples
- Initializing ANGLE and creating a rendering context:
#include <EGL/egl.h>
#include <GLES2/gl2.h>
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, NULL, NULL);
EGLConfig config;
EGLint numConfigs;
eglChooseConfig(display, configAttribs, &config, 1, &numConfigs);
EGLSurface surface = eglCreateWindowSurface(display, config, nativeWindow, NULL);
EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
eglMakeCurrent(display, surface, surface, context);
- Drawing a simple triangle using OpenGL ES 2.0:
const char* vertexShaderSource = R"(
attribute vec4 position;
void main() {
gl_Position = position;
}
)";
const char* fragmentShaderSource = R"(
precision mediump float;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
// Compile and link shaders...
GLfloat vertices[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), vertices);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
- Swapping buffers and cleaning up:
eglSwapBuffers(display, surface);
// Cleanup
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(display, context);
eglDestroySurface(display, surface);
eglTerminate(display);
Getting Started
-
Clone the ANGLE repository:
git clone https://github.com/google/angle.git cd angle
-
Build ANGLE using CMake:
mkdir build && cd build cmake .. cmake --build .
-
Include ANGLE headers and link against the built libraries in your project.
-
Use ANGLE's EGL and OpenGL ES headers instead of the system's OpenGL headers in your code.
-
Compile and run your application, ensuring that ANGLE's libraries are in the system's library path.
Competitor Comparisons
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
Pros of DirectXShaderCompiler
- Specialized for DirectX shaders, offering deeper optimization for DirectX-based applications
- Supports newer shader models and DirectX-specific features
- More extensive documentation and integration with Microsoft's development ecosystem
Cons of DirectXShaderCompiler
- Limited cross-platform support compared to ANGLE's broader compatibility
- Steeper learning curve for developers not familiar with DirectX ecosystem
- Less flexibility for targeting multiple graphics APIs
Code Comparison
ANGLE (GLSL to HLSL conversion):
#version 300 es
precision highp float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
DirectXShaderCompiler (HLSL):
struct PSInput {
float4 position : SV_POSITION;
};
float4 PSMain(PSInput input) : SV_TARGET {
return float4(1.0, 0.0, 0.0, 1.0);
}
Summary
ANGLE focuses on cross-platform graphics API translation, particularly from OpenGL ES to various backends, making it ideal for multi-platform development. DirectXShaderCompiler specializes in DirectX shader compilation and optimization, offering deeper integration with Microsoft's graphics ecosystem but with more limited cross-platform applicability.
Pros of SPIRV-Tools
- Specialized focus on SPIR-V tooling and optimization
- Broader compatibility across different graphics APIs
- More extensive SPIR-V validation and transformation capabilities
Cons of SPIRV-Tools
- Narrower scope, primarily focused on SPIR-V processing
- Less integrated with specific graphics APIs like OpenGL or Direct3D
- Steeper learning curve for developers not familiar with SPIR-V
Code Comparison
SPIRV-Tools (SPIR-V optimization):
spv_target_env target_env = SPV_ENV_UNIVERSAL_1_5;
spvtools::Optimizer optimizer(target_env);
optimizer.RegisterPerformancePasses();
std::vector<uint32_t> binary;
optimizer.Run(words.data(), words.size(), &binary);
ANGLE (shader translation):
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
ShHandle compiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLSL_450_CORE_OUTPUT);
ShCompile(compiler, &shaderStrings[0], 1, SH_OBJECT_CODE);
Both repositories serve different purposes in the graphics programming ecosystem. SPIRV-Tools focuses on SPIR-V processing and optimization, while ANGLE primarily deals with shader translation and graphics API abstraction. The choice between them depends on the specific requirements of your graphics project.
One stop solution for all Vulkan samples
Pros of Vulkan-Samples
- Focuses specifically on Vulkan, providing in-depth examples and best practices
- Offers a wide range of samples covering various Vulkan features and techniques
- Maintained by Khronos Group, the creators of Vulkan, ensuring high-quality and up-to-date content
Cons of Vulkan-Samples
- Limited to Vulkan only, not suitable for cross-API development
- May have a steeper learning curve for beginners compared to ANGLE's abstraction layer
- Smaller community and fewer contributors than ANGLE
Code Comparison
ANGLE (OpenGL ES to Direct3D translation):
// Initialize ANGLE
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, NULL, NULL);
// Create context and surface
EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
EGLSurface surface = eglCreateWindowSurface(display, config, window, NULL);
Vulkan-Samples (Vulkan initialization):
VkInstance instance;
VkInstanceCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
vkCreateInstance(&createInfo, nullptr, &instance);
VkPhysicalDevice physicalDevice;
vkEnumeratePhysicalDevices(instance, &deviceCount, &physicalDevice);
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
Pros of glslang
- Official reference compiler for GLSL and ESSL, ensuring high standards and compliance
- Supports a wider range of shader languages, including HLSL and SPIR-V
- More focused on shader compilation and validation, making it a specialized tool
Cons of glslang
- Less comprehensive graphics API abstraction compared to ANGLE
- May require additional tools or libraries for complete graphics pipeline integration
- Potentially steeper learning curve for beginners due to its specialized nature
Code Comparison
ANGLE (GLSL to HLSL translation):
// Vertex Shader
attribute vec4 a_position;
void main() {
gl_Position = a_position;
}
glslang (GLSL validation):
#version 450
layout(location = 0) in vec4 a_position;
void main() {
gl_Position = a_position;
}
While ANGLE focuses on translating GLSL to other shading languages, glslang primarily validates and compiles GLSL code. ANGLE provides a broader graphics API abstraction, whereas glslang specializes in shader language processing and validation.
MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
Pros of MoltenVK
- Specifically designed for macOS and iOS, providing native Metal support
- Maintained by Khronos Group, ensuring alignment with Vulkan standards
- Offers a more direct translation of Vulkan to Metal, potentially resulting in better performance
Cons of MoltenVK
- Limited to Apple platforms, lacking cross-platform support
- May have a steeper learning curve for developers not familiar with Vulkan
- Smaller community and ecosystem compared to ANGLE
Code Comparison
MoltenVK (Vulkan to Metal):
VkResult vkCreateInstance(const VkInstanceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkInstance* pInstance) {
// Implementation using Metal API
}
ANGLE (OpenGL ES to various backends):
EGLBoolean eglCreateContext(EGLDisplay dpy, EGLConfig config,
EGLContext share_context,
const EGLint *attrib_list) {
// Implementation using platform-specific APIs
}
Both projects aim to provide graphics API translation, but MoltenVK focuses on Vulkan-to-Metal conversion for Apple platforms, while ANGLE offers broader OpenGL ES support across multiple backends and platforms.
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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 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 | complete | complete | |
OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
OpenGL ES 3.2 | in progress | in progress | complete |
Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.
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 [1] | ||||
iOS | complete [2] | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | complete |
[1] Metal is supported on macOS 10.14+
[2] Metal is supported on iOS 12+
ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.
ANGLE has received the following certifications with the Vulkan backend:
- OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
- OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
- OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
- OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)
ANGLE also provides an implementation of the EGL 1.5 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.
OpenCL Implementation
In addition to OpenGL ES, ANGLE also provides an optional OpenCL
runtime built into the same
output GLES lib.
This work/effort is currently work-in-progress/experimental.
This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.
Level of OpenCL support via backing renderers
Vulkan | OpenCL | |
---|---|---|
OpenCL 1.0 | in progress | in progress |
OpenCL 1.1 | in progress | in progress |
OpenCL 1.2 | in progress | in progress |
OpenCL 3.0 | in progress | in progress |
Each supported backing renderer above ends up being an OpenCL Platform
for the user to choose from.
The OpenCL
backend is a "passthrough" implementation which does not perform any API translation
at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).
OpenCL also has an online compiler component to it that is used to compile OpenCL C
source code at runtime
(similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is
a list of renderers and what OpenCL C compiler implementation is used for each:
Vulkan
: clspvOpenCL
: Compiler is part of the native driver
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
-
Join our Google group to keep up to date.
-
Join us on Slack in the #angle channel. You can follow the instructions on the Chromium developer page for the steps to join the Slack channel. For Googlers, please follow the instructions on this document to use your google or chromium email to join the Slack 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 issues. 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.
-
Read about WebGL on the Khronos WebGL Wiki.
-
Learn about the internals of ANGLE:
- Overview with a focus on the Vulkan backend (2022)
- A short presentation on the Vulkan back-end (2018).
- Historical presentation on the evolution of ANGLE and its use in Chromium
- Historical presentation with a focus on D3D
- The details of the initial implementation of ANGLE in the OpenGL Insights chapter on ANGLE (these details are severely out-of-date, and this reference is listed here for historical reference only)
-
Read design docs on the Vulkan back-end
-
Read about ANGLE's testing infrastructure
-
View information on ANGLE's supported extensions
-
If you use ANGLE in your own project, we'd love to hear about it!
Top Related Projects
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
One stop solution for all Vulkan samples
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
Convert designs to code with AI
Introducing Visual Copilot: A new AI model to turn Figma designs to high quality code using your components.
Try Visual Copilot