switch to Angle backend for Android

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Rik Cabanier

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Apr 11, 2022, 11:26:49 PM4/11/22
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I'm an engineer on the Oculus browser team.
We have some custom gl additions to our browser for WebXR and Ken Russell told me that there is a group at Google working on switching to Angle for the Android version of Chrome.

Can someone tell me what the status is of that project?
I suspect that our additions require changes in Angle so that they can be passed through...

Peng Huang

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Apr 12, 2022, 3:41:43 PM4/12/22
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We are finching passthrough command decoder (ANGLE) on Chrome Canary, Dev and Beta channels. Currently, there are some weird crashes with old drives with  PowerVR GPUs. Those crashes blocked launching Chrome + ANGLE. However I think Chrome 100 drops support for Android older than 6.0. So those crashes shouldn't be blocker anymore.

Rik Cabanier

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Apr 12, 2022, 8:12:29 PM4/12/22
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Thanks!
So, once this is turned on, all GL commands will go through angle? Will there be a way to turn this off until we can port our changes?

Are there plans to switch out the GL backend with a vulkan one?

Peng Huang

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Apr 13, 2022, 11:04:42 AM4/13/22
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You can turn off passthrough command decoder in chrome://flags page.

And vulkan is launched for Android Q and later (with some GPU blocked). When ANGLE is launched on Android, we will start working on ANGLE Vulkan backend.

Rik Cabanier

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Apr 14, 2022, 9:13:01 PM4/14/22
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On Wednesday, April 13, 2022 at 8:04:42 AM UTC-7 Peng Huang wrote:
You can turn off passthrough command decoder in chrome://flags page.

And vulkan is launched for Android Q and later (with some GPU blocked). When ANGLE is launched on Android, we will start working on ANGLE Vulkan backend.

Do you have a rough timeline on when this will happen?
If chrome switches to a vulkan backend, the oculus browser needs to update its WebXR GL implementation.
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