

The shader translator can be used to translate shaders Having one shader validator helps to ensure that a consistent set of GLSL ES shadersĪre accepted across browsers and platforms. It is used on Mac OS X, Linux, and in mobile variants of

Implementations across multiple platforms. Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL Chrome uses ANGLE for all graphics rendering on Windows, including the acceleratedĬanvas2D implementation and the Native Client sandbox environment. OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)ĪNGLE also provides an implementation of the EGL 1.5 specification.ĪNGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows.Platform support via backing renderersĪNGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.ĪNGLE has received the following certifications with the Vulkan backend: Version of the specification is thus supported on all platforms specified above that support OpenGLĮS 3.0 with known issues. Level of OpenGL ES support via backing renderersĪdditionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. Metal and MacOS, Chrome OS, and Fuchsia support. Future plans include ES 3.2, translation to

ANGLE currently provides translation from OpenGL ES 2.0, 3.0 and 3.1 to Vulkan,ĭesktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs availableįor that platform. The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other ANGLE - Almost Native Graphics Layer Engine
