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  • Hash : 0c77f3ad
    Author : Jamie Madill
    Date : 2021-03-10T15:58:00

    Vulkan: Implement shader buffers descriptor cache.
    
    Implements a descriptor set cache for UBOs, SSBOs, and atomic counter
    buffers. Storage Images and framebuffer fetch input attachments are
    not yet included. Requires moving the buffer barrier handling into
    ContextVk, similarly to how we handle the barriers for Textures.
    
    The packed description key for the descriptors uses a "fast" vector
    with a basic minimum size. For most cases of a few buffers this will
    fit easily in stack memory, but for larger programs with many buffers
    we fit this into heap memory. The key has a large upper bound due to
    the high ES 3.2 requirements and the need to index several values such
    as the offset and binding size.
    
    We use dynamic offsets for uniform buffers when possible. This ensures
    applications like Manhattan 3.1 that use sets of common buffers with
    changing offsets hit the cache most of the time.
    
    Because of resource limits we pick at compilation time whether to use
    dynamic or static descriptor sets. Mostly this applies to tests that
    use a large number of uniform buffers. A future implementation could
    be smart and would recompile the program with heuristics to use a
    minimal number of dynamic indices.
    
    Reduces the number of descriptor set updates from ~300 -> ~30 per frame
    in Manhattan 3.1 and in Asphalt 9 from 900+ to as low as 0 per frame.
    
    Bug: angleproject:5736
    Change-Id: I5c2a3881bec90d301dab15cc86c8a70e60674ad7
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2757515
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    Tags

  • README.md

  • ANGLE - Almost Native Graphics Layer Engine

    The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    OpenGL ES 2.0 complete complete complete complete complete complete
    OpenGL ES 3.0 complete complete complete complete in progress
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    Windows complete complete complete complete complete
    Linux complete complete
    Mac OS X complete in progress
    iOS planned
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

    ANGLE has received the following certifications with the Vulkan backend:

    • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
    • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
    • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

    ANGLE also provides an implementation of the EGL 1.4 specification.

    ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

    Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

    Sources

    ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

    git clone https://chromium.googlesource.com/angle/angle

    Building

    View the Dev setup instructions.

    Contributing