WebGL browser rendering: How to know if my backend is rendering through Native OpenGL or makes use of ANGLE to run on DirectX

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Prajwal Sapare

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Dec 1, 2016, 10:37:26 AM12/1/16
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Hello,

I am quite confused what does my browser use for rendering. I came across some information saying that 'ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms.'. Currently I am using Google Chrome  48.0.2564.109 (64-bit). To check if ANGLE was the default WebGL backend used I came across the site: http://www.geeks3d.com/20130611/webgl-how-to-enable-native-opengl-in-your-browser-windows/  . However, I am quite confused with this as it mentions that if ANGLE is enabled then maximum texture size supported is 8192x8192. But, in my case I saw ANGLE enabled and maximum texture size supported is 16384x16384. I am wondering is it Native OpenGL or ANGLE does rendering at backend.   

Herein I have attached, a pdf that gives my browser and system settings. 

Please let me know regarding the same. 

Thank You.

Regards,
Prajwal
Document-1-16-03-34.pdf

Shannon Woods

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Dec 1, 2016, 1:58:40 PM12/1/16
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You're using ANGLE's Direct3D 11 backend. The page you're referencing is a bit out of date-- Direct3D 11 has been enabled by default in Chrome since Chrome 36, in 2014, so the texture size limits of Direct3D 9 can't be used to determine whether ANGLE is in use.

The GL_RENDERER string will show whether ANGLE is in use. In Chrome, it's visible in about:gpu (search for GL_RENDERER on the page), and in Firefox, it's in about:support (search for WebGL Renderer on the page). In the PDF you've attached, it can be seen as "Unmasked renderer", and the "ANGLE" attribute lists "Yes, Direct3D 11".

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Prajwal Sapare

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Dec 4, 2016, 10:43:00 AM12/4/16
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Thank You. I browsed a bit and got to know the method to enable native OpenGL rendering using the option '--use -gl=desktop' and I believe native OpenGL is faster than ANGLE. 
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Kirill Prazdnikov

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Dec 6, 2016, 2:28:48 PM12/6/16
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воскресенье, 4 декабря 2016 г., 18:43:00 UTC+3 пользователь Prajwal Sapare написал:
Thank You. I browsed a bit and got to know the method to enable native OpenGL rendering using the option '--use -gl=desktop' and I believe native OpenGL is faster than ANGLE. 

Do you believe in "OpenGL is faster than ANGLE" ?
Do you believe that it is seriously faster ?  

Prajwal Sapare

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Dec 7, 2016, 4:32:59 AM12/7/16
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Hey!! Maybe my understanding is wrong. I have started learning WebGL few months back only. But as I had come across some articles on net I assumed OpenGL is faster than ANGLE. So, is it that ANGLE based DirectX is faster than WebGL based OpenGL? 

Jeff Dash

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Dec 7, 2016, 4:40:01 AM12/7/16
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They are largely comparable. Quality of compositing implementation is the most likely performance difference, since not all combinations of backends are fully optimized.

I do not recommend chasing performance this way. The best performance will generally be the default configuration.


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Jean d'Arc

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Jan 10, 2017, 11:07:33 AM1/10/17
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'--use -gl=desktop' no longer works with versions of Chrome (55+) instead use '--use-angle=gl' to enable native OpenGL instead of ANGLE.

Mark Callow

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Jan 10, 2017, 10:06:01 PM1/10/17
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On Jan 11, 2017, at 1:07, 'Jean d'Arc' via WebGL Dev List <webgl-d...@googlegroups.com> wrote:

'--use -gl=desktop' no longer works with versions of Chrome (55+) instead use '--use-angle=gl' to enable native OpenGL instead of ANGLE.


Let’s be pedantic for the sake of accuracy. What that option is doing is telling ANGLE to use its OpenGL backend instead of its D3D backend. ANGLE is still used.

Regards

    -Mark

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