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This PR adds support for Google’s Almost Native Graphics Layer Engine (ANGLE) on desktop platforms and iOS, allowing OpenGL ES to be translated to modern graphics backends such as Vulkan and Metal.

The graphics APIs used across the libraries are configured as follows:

  • Windows / Linux -> Vulkan
  • macOS / iOS -> Metal

If you’re wondering “What about Android?”: some manufacturers already use ANGLE at the system level, which means no additional changes are required on our side for Android support.

@dtwotwo
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dtwotwo commented Jan 25, 2026

Why was Vulkan chosen for Windows instead of Direct3D?

@MAJigsaw77
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Why was Vulkan chosen for Windows instead of Direct3D?

Performance and texture compression reasons, since vulkan can load ASTC but dx11 cant.

@MAJigsaw77
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MAJigsaw77 commented Jan 25, 2026

Why was Vulkan chosen for Windows instead of Direct3D?

Performance and texture compression reasons, since vulkan can load ASTC but dx11 cant.

Aswell as vulkan supports advanced blend modes but dx11 cant

@MAJigsaw77 MAJigsaw77 force-pushed the feature/desktop-angle branch from e2277c8 to cc5ef1d Compare January 26, 2026 19:11
@MAJigsaw77
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Now in case theres no Vulkan drivers, it'll fallback to DirectX11.

@MAJigsaw77 MAJigsaw77 force-pushed the feature/desktop-angle branch from cc5ef1d to 295f3e2 Compare January 27, 2026 16:20
@MAJigsaw77 MAJigsaw77 force-pushed the feature/desktop-angle branch from 295f3e2 to 7b710cb Compare January 27, 2026 16:25
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3 participants