Name Date Size #Lines LOC

..--

android/H25-Apr-2025-289218

build/H25-Apr-2025-167,424132,880

build_overrides/H25-Apr-2025-271205

doc/H25-Apr-2025-4,4243,425

extensions/H25-Apr-2025-17,09311,222

gni/H25-Apr-2025-646533

include/H25-Apr-2025-36,40930,026

infra/H25-Apr-2025-19,28218,881

samples/H25-Apr-2025-6,6414,695

scripts/H25-Apr-2025-19,34415,977

src/H25-Apr-2025-1,524,2421,255,065

third_party/H25-Apr-2025-2,324,6721,977,581

tools/H25-Apr-2025-23,82318,463

util/H25-Apr-2025-40,14035,586

.clang-formatH A D25-Apr-20251.3 KiB5945

.git-blame-ignore-revsHD25-Apr-20250

.gitattributesH A D25-Apr-20251 KiB2220

.gitignoreH A D25-Apr-20253.2 KiB158156

.gnH A D25-Apr-20252.1 KiB5846

.style.yapfH A D25-Apr-202565 54

.vpythonH A D25-Apr-20258.9 KiB395365

.vpython3H A D25-Apr-202511.7 KiB531490

.yapfignoreH A D25-Apr-202525 11

AUTHORSH A D25-Apr-20251.6 KiB9085

Android.bpH A D25-Apr-2025299.9 KiB8,5768,396

BUILD.gnH A D25-Apr-202546.9 KiB1,8481,557

CONTRIBUTORSH A D25-Apr-20253.4 KiB242207

DEPSH A D25-Apr-2025190.9 KiB5,5355,262

DIR_METADATAH A D25-Apr-2025138 87

LICENSEH A D25-Apr-20251.6 KiB3332

METADATAH A D25-Apr-2025821 2927

OWNERSH A D25-Apr-20253.4 KiB10599

OWNERS.androidH A D25-Apr-2025469 2220

PRESUBMIT.pyH A D25-Apr-202523.4 KiB579436

README.chromiumH A D25-Apr-2025375 1613

README.mdH A D25-Apr-20258.6 KiB140103

TEST_MAPPINGH A D25-Apr-2025292 2221

WATCHLISTSH A D25-Apr-2025771 2520

additional_readme_paths.jsonH A D25-Apr-2025108 54

angle_commit.hH A D25-Apr-2025176 54

codereview.settingsH A D25-Apr-2025270 76

dotfile_settings.gniH A D25-Apr-2025399 118

README.chromium

1Name: ANGLE
2URL: http://angleproject.org
3Version: N/A
4Revision: DEPS
5License: BSD
6License File: LICENSE
7Security Critical: yes
8Shipped: yes
9
10Description:
11The goal of ANGLE is to allow users of multiple operating systems
12to seamlessly run WebGL and other OpenGL ES content by translating
13OpenGL ES API calls to one of the hardware-supported APIs available
14for that platform.
15
16

README.md

1# ANGLE - Almost Native Graphics Layer Engine
2
3The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other
4OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available
5for that platform. ANGLE currently provides translation from OpenGL ES 2.0, 3.0 and 3.1 to Vulkan,
6desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to
7Metal and MacOS, Chrome OS, and Fuchsia support.
8
9### Level of OpenGL ES support via backing renderers
10
11|                |  Direct3D 9   |  Direct3D 11     |   Desktop GL   |    GL ES      |  Vulkan  |    Metal      |
12|----------------|:-------------:|:----------------:|:--------------:|:-------------:|:--------:|:-------------:|
13| OpenGL ES 2.0  |    complete   |    complete      |    complete    |    complete   | complete |    complete   |
14| OpenGL ES 3.0  |               |    complete      |    complete    |    complete   | complete |    complete   |
15| OpenGL ES 3.1  |        | [incomplete][ES31OnD3D] |    complete    |    complete   | complete |               |
16| OpenGL ES 3.2  |               |                  |  in progress   |  in progress  | complete |               |
17
18Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features.  This
19version of the specification is thus supported on all platforms specified above that support OpenGL
20ES 3.0 with [known issues][ES1].
21
22[ES31OnD3D]: doc/ES31StatusOnD3D11.md
23[ES1]: doc/ES1Status.md
24
25### Platform support via backing renderers
26
27|              |    Direct3D 9  |   Direct3D 11  |   Desktop GL  |    GL ES    |   Vulkan    |    Metal             |
28|-------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|:--------------------:|
29| Windows      |    complete    |    complete    |   complete    |   complete  |   complete  |                      |
30| Linux        |                |                |   complete    |             |   complete  |                      |
31| Mac OS X     |                |                |   complete    |             |             | complete [1]         |
32| iOS          |                |                |               |             |             | complete [2]         |
33| Chrome OS    |                |                |               |   complete  |   planned   |                      |
34| Android      |                |                |               |   complete  |   complete  |                      |
35| GGP (Stadia) |                |                |               |             |   complete  |                      |
36| Fuchsia      |                |                |               |             |   complete  |                      |
37
38[1] Metal is supported on macOS 10.14+
39
40[2] Metal is supported on iOS 12+
41
42ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.
43
44ANGLE has received the following certifications with the Vulkan backend:
45* OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
46* OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
47* OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
48* OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)
49
50ANGLE also provides an implementation of the EGL 1.5 specification.
51
52ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
53platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
54Canvas2D implementation and the Native Client sandbox environment.
55
56Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
57implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
58the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
59are accepted across browsers and platforms. The shader translator can be used to translate shaders
60to other shading languages, and to optionally apply shader modifications to work around bugs or
61quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D
62HLSL, and even ESSL for native GLES2 platforms.
63
64### OpenCL Implementation
65
66In addition to OpenGL ES, ANGLE also provides an optional `OpenCL` runtime built into the same
67output GLES lib.
68
69This work/effort is currently **work-in-progress/experimental**.
70
71This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be
72translated to other HW-supported APIs available on that platform.
73
74### Level of OpenCL support via backing renderers
75
76|             |  Vulkan     |  OpenCL     |
77|-------------|:-----------:|:-----------:|
78| OpenCL 1.0  | in progress | in progress |
79| OpenCL 1.1  | in progress | in progress |
80| OpenCL 1.2  | in progress | in progress |
81| OpenCL 3.0  | in progress | in progress |
82
83Each supported backing renderer above ends up being an OpenCL `Platform` for the user to choose from.
84
85The `OpenCL` backend is a "passthrough" implementation which does not perform any API translation
86at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).
87
88OpenCL also has an online compiler component to it that is used to compile `OpenCL C` source code at runtime
89(similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is
90a list of renderers and what OpenCL C compiler implementation is used for each:
91
92- `Vulkan` : [clspv](https://github.com/google/clspv/tree/main)
93- `OpenCL` : Compiler is part of the native driver
94
95## Sources
96
97ANGLE repository is hosted by Chromium project and can be
98[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
99
100    git clone https://chromium.googlesource.com/angle/angle
101
102
103## Building
104
105View the [Dev setup instructions](doc/DevSetup.md).
106
107## Contributing
108
109* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
110* Join us on [Slack](https://chromium.slack.com) in the #angle channel. You can
111  follow the instructions on the [Chromium developer page](https://www.chromium.org/developers/slack)
112  for the steps to join the Slack channel. For Googlers, please follow the
113  instructions on this [document](https://docs.google.com/document/d/1wWmRm-heDDBIkNJnureDiRO7kqcRouY2lSXlO6N2z6M/edit?usp=sharing)
114  to use your google or chromium email to join the Slack channel.
115* [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case).
116* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
117
118
119* Read ANGLE development [documentation](doc).
120* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open)
121  and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes.
122* Become a [code contributor](doc/ContributingCode.md).
123* Use ANGLE's [coding standard](doc/CodingStandard.md).
124* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
125* Get help on [debugging ANGLE](doc/DebuggingTips.md).
126* Go through [ANGLE's orientation](doc/Orientation.md) and sift through [issues](https://issues.angleproject.org/). 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.
127
128
129* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
130* Learn about the internals of ANGLE:
131  * [Overview](https://docs.google.com/presentation/d/1qal4GgddwlUw-TPaXRYeTWLXUoaemgggBuTfg6_rwjU) with a focus on the Vulkan backend (2022)
132  * A [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end (2018).
133  * Historical [presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false) on the evolution of ANGLE and its use in Chromium
134  * Historical [presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing&resourcekey=0-CNvGnQGgFSvbXgX--Y_Iyg) with a focus on D3D
135  * The details of the initial implementation of ANGLE in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) (these details are severely out-of-date, and this reference is listed here for historical reference only)
136* Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md)
137* Read about ANGLE's [testing infrastructure](infra/README.md)
138* View information on ANGLE's [supported extensions](doc/ExtensionSupport.md)
139* If you use ANGLE in your own project, we'd love to hear about it!
140