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  • Hash : 1b450b92
    Author : Charlie Lao
    Date : 2023-09-15T11:07:25

    Vulkan: Fix buffer storage reuse bug when robustAccess is enabled
    
    There is an optimization in vulkan backend that when the bufferData is
    called and current storage size is big enough for new bufferData call,
    we just reuse the storage. Mean while, when hasRobustAccess() is true,
    we must use the VkBuffer with the exact user size that glBufferData call
    provides so that driver can set proper access boundary. In order to
    satisfy both requirement, if robust resource access is enabled, we
    create a separate VkBuffer with the exact user provided size but bind to
    the same memory. There is a bug here that if robustAccess is true, this
    buffer of user provided size is not been recreated when storage is
    reused but with different user size (both has same allocation size).
    This causes we keep using the smaller VkBuffer and subsequently causes
    missing triangles. This CL clears mBufferWithUserSize when size changes
    and storage is reused.
    
    The other bug here is that previously we are checking
    isRobustResourceInitEnabled, which is incorrect. We should check
    hasRobustAccess. This appears works for chrome possibly due to both are
    enabled. This CL switches it to check hasRobustAccess.
    
    This CL also renames mBufferForVertexArray to mBufferWithUserSize to
    reflect what its true meaning.
    
    Bug: chromium:1476475
    Change-Id: I843cc3a705f8a582a97bc0307f03aa1eb9fad3ff
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4864003
    Commit-Queue: Charlie Lao <cclao@google.com>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    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
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  • 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 complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.

    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 complete [1]
    iOS complete [2]
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    [1] Metal is supported on macOS 10.14+

    [2] Metal is supported on iOS 12+

    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 1.5 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