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?