wgpu-native VS angle

Compare wgpu-native vs angle and see what are their differences.


Native WebGPU implementation based on wgpu-core (by gfx-rs)


A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android. (by google)
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wgpu-native angle
11 15
369 2,691
5.7% 2.1%
7.6 9.9
6 days ago 3 months ago
Rust C++
Apache License 2.0 GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.


Posts with mentions or reviews of wgpu-native. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-11-07.


Posts with mentions or reviews of angle. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-03.
  • Vulkan update: version 1.2 conformance for Raspberry Pi 4
    7 projects | news.ycombinator.com | 3 Aug 2022
    You can still use OpenGL. Just not the vendor provided drivers. They are indeed horrible. There are libraries like:

    * ANGLE ( https://github.com/google/angle ) - An OpenGL ES implementation with Direct3D 9, Direct3D 11, Desktop GL, GL ES, Vulkan and Metal backends. This is what we used to use for shipping our Qt 3D application, that used a bunch of OpenGL Shaders. We used to get bug reports about various shaders not working properly on various hardware. After switching to this, all those bug reports vanished.

    * Zinc ( https://www.supergoodcode.com/do-not/ ) - A more recent, OpenGL implementation on top of Vulkan. I haven't used this one yet. But they are making a lot of progress and it is almost as performant as vendor provided OpenGL Drivers these days. So if I ever have to ship a desktop app, needing opengl, I'd strongly consider using this.

  • Starting a new Project in 2022, Vulkan or OpenGL?
    3 projects | reddit.com/r/opengl | 8 Jun 2022
    Another option if perf isn't a big concern is to try using Google's angle OpenGL ES 3.0 implementation, there's backends for it to be supported on Vulkan, Direct3D 11, and (work in progress) Metal. Disclosure, haven't tried it myself, just looking at their feature descriptions: https://github.com/google/angle
  • Minimising input latency in OpenGL
    3 projects | reddit.com/r/GraphicsProgramming | 23 Mar 2022
    I don't believe Chrome uses OpenGL directly- any OpenGL usage it does have (e.g. for WebGL) is actually going through ANGLE which translates it all to D3D on Windows.
  • Direct3D on Flutter Desktop
    4 projects | reddit.com/r/FlutterDev | 7 Feb 2022
    Skia on Windows uses Angle as renderer, which uses DXD9 & DXD11 on Windows as backing renderer
  • Porting a game to android
    2 projects | reddit.com/r/gamedev | 1 Aug 2021
    This new Android game kit is a step in the right direction because now you have less JNI/NDK stuff to deal with, BUT it locks you into the Google ecosystem even more. I would not recommend. Most PC game ported to mobile/other platform use SDL2 to manage the audio/input/file access cross platform. And then use something like bgfx or angle for the rendering back end.
  • What can Kotlin/Swift developers do on Android/IOS that Flutter can't? Will it be overcome?
    4 projects | reddit.com/r/FlutterDev | 15 Jun 2021
    It’s possible, and projects like Google’s angle project might be of use to create a bridge between OpenGL/OGL Dart wrapper and native APIs once Metal is supported. Just keep in mind that PlatformViews are expensive to use.

What are some alternatives?

When comparing wgpu-native and angle you can also consider the following projects:


bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

ar_flutter_plugin - Flutter Plugin for AR (Augmented Reality) - Supports ARKit on iOS and ARCore on Android devices

learn-wgpu - Guide for using gfx-rs's wgpu library.

wgpu - Safe and portable GPU abstraction in Rust, implementing WebGPU API.

WGPU.NET - Cross-platform .NET bindings to wgpu-native.

LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com

swiftshader - SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API. Its goal is to provide hardware independence for advanced 3D graphics.

OpenGL-on-DXGI - How to use WGL_NV_DX_interop2 to use OpenGL in a DXGI window

launcher - Launcher for BlueMaxima's Flashpoint

misc - Clippings