MetalANGLE - OpenGL ES to Apple Metal API Translation Layer
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.
Preliminary Metal based WebGL benchmarks (based on gles3-dev branch code):
- Metal (54 fps) vs native OpenGL (46 fps) drawing 20k fish:
- This benchmark runs https://webglsamples.org/aquarium/aquarium.html on Chromium browser using AMD Radeon Pro 560 GPU.
Current Metal backend implementation status
- MetalANGLE is being migrated into official ANGLE repo. So this repo might not get updated for a while. See current Differences between MetalANGLE and official ANGLE.
- OpenGL ES 2.0 functionalities are 100% completed.
- OpenGL ES 3.0 status:
- Occlusion queries.
- MSAA.
- Multiple render targets.
- 3D, array, shadow textures.
- Texture swizzles.
- Uniform buffers.
- Fence sync.
- Pixel buffer objects.
- Primitive Restart. Metal's primitive restart doesn't work reliably.
- Flat shading with last provoking vertex. Metal's default is first provoking vertex.
- Transform feedbacks.
- OpenGL ES 1.0 is not recommended to be used. Its implementation is not actively maintained by
original
ANGLE
project and currently buggy/not fully compliant. - All basic samples are working.
- Almost all of ANGLE end2end tests have been passed. See List of failed tests.
- 98% of OpenGL ES 2.0 conformance tests passed. 90%+ of OpenGL ES 3.0 conformance tests passed. See Khronos VK-GL-CTS.
- These extensions have been implemented:
- EXT_instanced_arrays/ANGLE_instanced_arrays: Instanced draw calls for GLES 2.0.
- OES_depth_texture.
- EXT_draw_buffers: Multiple render targets for GLES 2.0.
- ANGLE_framebuffer_blit.
- APPLE_clip_distance: Custom clip planes.
- MGLKit utilities classes have been added. Providing kind of similar functionalies to Apples's GLKit.
- Urho3D engine's demos have been tested using MetalANGLE without issues. See Urho3D's MetalANGLE integration testing branch.
- Irrlicht Engine's integration with MetalANGLE sample: https://github.com/kakashidinho/irrlicht.
NoGL_TRIANGLE_FAN
&GL_LINE_LOOP
support in draw calls yet.- Metal doesn't allow buffer offset not being multiple of 4 bytes or multiple of attribute's size. Hence, draw calls that use unsupported offsets, strides, and vertex formats will force MetalANGLE to do conversions on the fly.
MSAA is not supported yet.- Old OpenGL ES 2.0 only implementation can be found on gles2 branch
- 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.
TODO lists
- 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. - Fully support OpenGL ES 3.0.
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
- Most of the Metal back-end code are shared between
MetalANGLE
andANGLE
. - Some Metal's updates and bug fixes will be available in
MetalANGLE
first before being merged intoANGLE
(it might take a long time some time). MetalANGLE
includes iOS supports and high level API such as MGLKit that mimics Apple's deprecatedEAGL
&GLKit
API. These features are unlikely to be merged intoANGLE
sinceANGLE
project doesn't have any plan to support iOS in near future.
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 | in progress |
OpenGL ES 3.0 | complete | complete | complete | in progress | in progress | |
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 | 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.
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 IRC in the #ANGLEproject channel on FreeNode.
-
Join us on Slack in the #angle 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 starter projects.
-
Read about WebGL on the Khronos WebGL Wiki.
-
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
-
Learn about the past, present, and future of the ANGLE implementation in this presentation.
-
Watch a short presentation on the Vulkan back-end.
-
Track the dEQP test conformance
-
Read design docs on the Vulkan back-end
-
If you use ANGLE in your own project, we'd love to hear about it!