This is a fork of Goolge'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.
- MetalANGLE is being migrated into official ANGLE repo. So this repo might not get updated for a while.
- Almost all basic samples has been tested to work fine.
- OpenGL ES 2.0 functionalities are 100% completed.
- Almost all of ANGLE end2end tests have been passed. See List of failed tests.
- 97.7% of OpenGL ES 2.0 conformance tests passed. See Khronos VK-GL-CTS.
- MGLKit utilities classes have been added. Providing kind of similar functionalies to Apples's GLKit.
- EXT_instanced_arrays/ANGLE_instanced_arrays support has been added, giving instanced draw capabilities to MetalANGLE.
- OES_depth_texture support has been added.
- Urho3D engine's demos have been tested using MetalANGLE without issues. See Urho3D's MetalANGLE integration testing branch.
NoGL_TRIANGLE_FAN
&GL_LINE_LOOP
support in draw calls yet.- Metal doesn't allow buffer offset not being multiple of 4 bytes. Hence, draw calls that use unsupported offsets, strides, and vertex formats will force MetalANGLE to do software conversions on CPU.
- MSAA is not supported yet.
- Platforms supports:
- MetalANGLE only supports MacOS 10.13+ for Mac.
- For iOS, the min supported version is iOS 9.0. However, Metal acceleration is only available for iOS 11.0+, any version prior to that will fall back to use native Apple OpenGL ES implementation instead of Metal. Furthermore, most of the sample apps are compiled for iOS 11.0+. So if you want to test the sample apps on 10.0 devices and below, it won't run, except a few ones (e.g. MGLKitSampleApp_ios9.0).
- iPhone 5 and below are not supported.
- MacCatalyst 13.0+ is supported.
- Make sure it passes all ANGLE's tests.
SupportGL_TRIANGLE_FAN
&GL_LINE_LOOP
by generating index buffer on the fly using Metal compute shader.- Use compute shader to convert unsupported offsets, strides & vertex formats.
- Support MSAA.
- Support OpenGL ES 3.0.
View the Metal backend's Dev setup instructions.
Currently, for convenience, iOS version can be built using Xcode project provided in ios/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.
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 | in progress |
OpenGL ES 3.0 | complete | complete | complete | in progress | ||
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 | in progress | ||||
iOS | in progress | |||||
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.
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Join our Google group to keep up to date.
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Join us on IRC in the #ANGLEproject channel on FreeNode.
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Join us on Slack in the #angle channel.
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File bugs in the issue tracker (preferably with an isolated test-case).
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Choose an ANGLE branch to track in your own project.
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Read ANGLE development documentation.
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Become a code contributor.
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Use ANGLE's coding standard.
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Learn how to build ANGLE for Chromium development.
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Get help on debugging ANGLE.
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Go through ANGLE's orientation and sift through starter projects.
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Read about WebGL on the Khronos WebGL Wiki.
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Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
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Learn about the past, present, and future of the ANGLE implementation in this presentation.
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Watch a short presentation on the Vulkan back-end.
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Track the dEQP test conformance
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Read design docs on the Vulkan back-end
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If you use ANGLE in your own project, we'd love to hear about it!