ANGLE - Translating OpenGL ES 2 code to DirectX?

Robert Krüger krueger at
Wed Jul 23 14:31:59 UTC 2014

Yes, it's exactly the same here (basically the same use case, i.e.
high performance video playback). I guess it's different for the guys
wanting to reuse their tons of GL code.

On Wed, Jul 23, 2014 at 1:23 PM, Scott Palmer <swpalmer at> wrote:
> If I'm resorting to native code I care a lot less about it being cross-platform (not 100% less, but less). Give me a GLContext on Linux and Mac and whatever DirectX has on Windows. I just want a way to get content generated on the native side to the screen without losing performance.
> Scott
>> On Jul 21, 2014, at 4:13 PM, Joseph Andresen <joseph.andresen at> wrote:
>> That's a good point Robert,
>> If the GLContext work that steve and felipe did become an actual thing, this would help that cause become cross platform.
>> Angle also is strictly es2, and I haven't looked at prism es2 in a while but I think we use GL2 calls for desktop in some cases. We would have to address those cases (if even possible) before any work started.
>> -Joe
>>> On 7/21/2014 10:40 AM, Robert Krüger wrote:
>>> On Mon, Jul 21, 2014 at 7:09 PM, Joseph Andresen
>>> <joseph.andresen at> wrote:
>>>> I also forgot,
>>>> The argument could be made that if we did indeed use angle, we could ditch
>>>> our directx 9 pipeline altogether and just use "one" hardware pipeline. We
>>>> would really have to evaluate this though, and I am not sure the work would
>>>> be worth the benefit (if there even is any).
>>> Well, at least the presence of the directx pipeline was used as an
>>> argument against exposing a GL context via a low-level native api,
>>> which quite a number of people with particular graphics/performance
>>> requirements need IIRC, so this would be a potential benefit.

Robert Krüger
Managing Partner
Lesspain GmbH & Co. KG

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