Geoff Lang is a seasoned software developer with 15 years of experience specializing in computer graphics, game and tools programming across Windows and Linux. He brings deep C++ (and C#, Java) expertise and a proven track record implementing OpenGL ES and GPU backends, notably contributing to high-profile projects like ANGLE, Chromium, and Skia. At Google since 2013 he’s focused on translating and optimizing OpenGL ES for D3D9/D3D11, fixing subtle rendering, texture and framebuffer issues that improve cross-platform WebGL and graphics correctness. Geoff’s open-source work shows attention to platform quirks and backend validation (Vulkan/Metal/D3D), including implementing extensions like EXT_YUV_target and refining multi-draw and base-vertex behavior. Based in Montreal, he combines systems-level rigor from a University of Toronto CS background with practical experience shipping production graphics code used widely in browsers and engines.
15 years of coding experience
7 years of employment as a software developer
BS, Computer science, systems specialist, BS, Computer science, systems specialist at University of Toronto
Contributions summary:Geoff's contributions primarily involve modifying the ANGLE project's codebase, focusing on improving the OpenGL ES implementation for the D3D11 backend. The user has implemented several GL and EGL entry points, including support for texture storage, extensions for WebGL compatibility, and robust resource initialization. Their work has addressed issues related to framebuffer completeness, texture sizes, sRGB texture handling, and correct function signatures to ensure accurate display output across various renderers.
A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
Role in this project:
Backend Developer
Contributions:104 commits, 28 PRs, 15 comments in 9 years 8 months
Contributions summary:Geoff contributed to the ANGLE project, focusing on OpenGL ES implementation. The commits address issues related to texture handling, including problems with sRGB, texture completeness, and frame buffer attachments. The code changes also involve improvements to draw calls, such as for multi-draw and base vertex functionality, as well as fixing issues in Vulkan backends regarding buffer validation and state management. Furthermore, the user implemented the EXT_YUV_target extension and refactored some code to address issues in the metal backend.
conformantopengl-eswindowslinuxandroid
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.