cocos2dx on WP8 use a Software Renderer?

I run a cocos2dx-2.2.2 demo on WP8 simulator, and the Output window show this:

    cocos2d.x.version: 2.2.2
    cocos2d.x.compiled_with_profiler: false
    cocos2d.x.compiled_with_gl_state_cache: true
    gl.vendor: Google Inc.
    gl.renderer: ANGLE (Microsoft Basic Render Driver Direct3D11 vs_2_0 ps_2_0)
    gl.version: OpenGL ES 2.0 (ANGLE 1.2.0.2446)
    gl.max_texture_size: 2048
    gl.max_texture_units: 32
    gl.supports_PVRTC: false
    gl.supports_NPOT: true
    gl.supports_BGRA8888: false
    gl.supports_discard_framebuffer: false
    gl.supports_vertex_array_object: false

And on real device, will be this:

    cocos2d.x.version: 2.2.2
    cocos2d.x.compiled_with_profiler: false
    cocos2d.x.compiled_with_gl_state_cache: true
    gl.vendor: Google Inc.
    gl.renderer: ANGLE (Software Adapter Direct3D11 vs_2_0 ps_2_0)
    gl.version: OpenGL ES 2.0 (ANGLE 1.2.0.2446)
    gl.max_texture_size: 2048
    gl.max_texture_units: 32
    gl.supports_PVRTC: false
    gl.supports_NPOT: true
    gl.supports_BGRA8888: false
    gl.supports_discard_framebuffer: false
    gl.supports_vertex_array_object: false

The only different between simulator and device is gl.renderer, but all of them are Software Renderer, what not be a Hardware Renderer?

Its a software adapter to convert OpenGL ES2.0 calls into Direct3D11 calls which is all WP8 and WinRT support. The resulting D3D11 calls are HW accelerated, so you shouldn’t need to worry about performance.:slight_smile:

correct