[vbox-dev] Chromium WebGL vs Angle WebGL

Michael Thayer michael.thayer at oracle.com
Mon Apr 29 16:13:56 GMT 2013


Hello Michael,

I think you have the wrong Chromium there[1][2].

Regards,

Michael

[1] http://www.chromium.org/
[2] http://chromium.sourceforge.net/

On 29/04/13 17:59, Michael Slavitch wrote:
> 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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