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Which browsers (and which versions) support WebGL?

In particular I am interested in checking Three.js examples, but I do not want to limit this question about a particular WebGL framework or a page.

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  • If this search is related to your previous question , it makes sense to mention your Android version too
    – beeshyams
    Jan 19, 2017 at 14:54
  • I do not think it is related, but I may be wrong. I think there is an indirect relation - some Web browser versions require some Android version, however I hope the Web browser version directly tells about WebGL version. If I am wrong in this respect, it will be good if an answer can provide the additional info.
    – Suma
    Jan 19, 2017 at 15:28
  • I am not sure, was trying to help in achieving your goal
    – beeshyams
    Jan 19, 2017 at 15:32

2 Answers 2

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General information

The website Mobile HTML seems to contain some information. It lists WebGL as supported by following platforms + browsers:

  • Android 4+ and Chrome 30+, with following comment:

On Chrome 27-29 available enabling an experimental flag. On Chrome 30 it's enabled but on most devices you need to enable the flag 'Override software rendering list'

  • Opera Mobile 12+

  • Firefox (no version information)

There is no information about how complete the support is, the website claims:

HTML5 compatibility on mobile and tablet browsers with testing on real devices

Other page where one can check support for HTML5 features is Can I use, which lists following for Android Browsers:

  • Opera Mini: not supported
  • Chrome 55: partial support
  • Firefox 50: partial support
  • Android Browser- Android 5-6.x WebView Chromium 53: partial support
  • Opera for Android 37: supported

Chrome support

As for Chrome, the WebGL was probably enabled by default in some later version. I am now testing on a Xoom with Chrome 49 and I can run even WebGL specific three.js demos like geometry / convex. When going to chrome://flags, the WebGL option described does not exist, there are only flags for enable draft and 2.0 experimental extensions. When going to chrome://gpu, I can see WebGL: Hardware accelerated.

Testing results on Motorola Xoom + Chrome 49

The support is really "partial", some three.js WebGL examples work (geometry / convex), some don't (geometry colors), some work, but run very slow (like 1 FPS in camera / logarithmicdepthbuffer).

When checking chrome://gpu, I can see many error messages logged starting with Shader translator allowed/produced an invalid shader unless the driver is buggy.

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Chrome browser supports WebGL but it is disabled by default. Here's how you can enable it:

1. Type chrome://flags in the address bar.

2. Tap Enable under "Enable WebGL" on the flags menu.

3. Tap the Relaunch button.

4. Navigate to http://get.webgl.org to verify that you have WebGL support. You might get a message saying that the support is experimental.

Source: http://www.laptopmag.com/articles/how-to-enable-webgl-support-on-chrome-for-android

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