ABSTRACT

We begin the chapter by providing the motivation for ANGLE and some potential uses of it. We then delve into the implementation details and explore the design challenges that were involved in developing ANGLE. We discuss the feature set that ANGLE provides, including the standard OpenGL ES and EGL extensions that ANGLE supports, as well as some ANGLE-specific extensions [ANGLE 11]. We also describe in detail some of the optimizations that were implemented to ensure high performance and low overhead. We provide performance tips and guidance for developers who may wish to use ANGLE directly in their own projects. We end with some performance comparisons of WebGL implementations using ANGLE and native Desktop OpenGL drivers.