Hash :
0c77f3ad
Author :
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>
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.
| 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 |
| 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:
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.
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