Reland "Define and expose EGL_ANGLE_power_preference extension."

This is a reland of ac58e63295f093b7518535bdd060ff832025b0c5

The original CL was reverted in a rush because I thought there was an
uninitialized variable bug, but upon later re-review this turned out to
not be the case.

Original change's description:
> Define and expose EGL_ANGLE_power_preference extension.
> Allows application to select the integrated or discrete GPU on
> dual-GPU macOS systems.
> Tested by modifying the example program at:
> and verifying that both integrated and discrete GPUs can be selected.
> (The changes to that program will be upstreamed once some build issues
> are resolved.)
> Bug: 2813
> Change-Id: Ibeb17778512896456d220e9bc4cf8f222aa57057
> Reviewed-on:
> Commit-Queue: Kenneth Russell <>
> Reviewed-by: Geoff Lang <>

Bug: 2813
Change-Id: Iea000dd718f4f4b4f57237adb1dc44381b10106b
Reviewed-by: Kenneth Russell <>
Commit-Queue: Kenneth Russell <>
13 files changed
tree: f394ec556ba7722e97d02b2af3d09d242a66f5b2
  1. .clang-format
  2. .gitattributes
  3. .gitignore
  4. .gn
  8. DEPS
  10. OWNERS
  12. README.chromium
  15. additional_readme_paths.json
  16. android/
  17. build_overrides/
  18. codereview.settings
  19. doc/
  20. dotfile_settings.gni
  21. extensions/
  22. gni/
  23. include/
  24. infra/
  25. samples/
  26. scripts/
  27. src/
  28. third_party/
  29. tools/
  30. util/

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 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompletein progress
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompletein 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.


ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone


View the Dev setup instructions.