[vbox-dev] Chromium WebGL vs Angle WebGL

Michael Slavitch slavitch at gmail.com
Mon Apr 29 15:59:13 GMT 2013


Has anyone investigated replacing the Chromium WebGL used in
Virtualbox with the capabilities offered by Angle?  The result would
give Windows guests on Linux/MacOS hosts access to
hardware-accelerated WebGL libraries on the underlying hosts,  and
achieve parity with host implementations when using Direct3D 10 or
above.

Deets here:

https://code.google.com/p/angleproject/

ANGLE is a conformant implementation of the OpenGL ES 2.0
specification that is hardware‐accelerated via Direct3D. 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.
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