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  • Hash : 1f5eb6b8
    Author : Ian Elliott
    Date : 2021-11-17T16:42:20

    Avoid Android vkEnumerateDeviceExtensionProperties() bug
    
    This works around a race-condition during Android start-up, when ANGLE
    is used as the default GLES driver and when render engine (RE) is
    using SkiaGL (which uses ANGLE, which uses Vulkan).  The race
    condition occassionally results in different numbers of extensions
    between ANGLE's first and second calls to
    vkEnumerateDeviceExtensionProperties().  In that case, the second call
    would return VK_INCOMPLETE instead of VK_SUCCESS.  That caused ANGLE
    to fail to initialize, causing RE to fail to initialize.
    
    This change works around this problem by increasing the number of
    extensions asked for in the second call to
    vkEnumerateDeviceExtensionProperties().
    
    Background: Surface Flinger uses Hardware Composer (HWC) for
    hardware-based composition (e.g. using overlays), and RE for GPU
    composition (e.g. rendering to combine multiple app and system windows
    together).  SF, RE, and HWC all start about the same time.  HWC sets a
    property if it can support display timing.  This gets passed through
    SF to RE's Vulkan loader.  The Vulkan loader uses that property to
    determine whether to enable the VK_GOOGLE_display_timing extension.
    
    The Vulkan loader used to make a synchronous call to SF in
    vkEnumerateDeviceExtensionProperties() in order to get this property.
    That took some number of milliseconds to complete and affected the
    start-up time of every Vulkan/ANGLE app.  To eliminate that
    performance problem, the property now propogates in an asynchronous
    manner.  At that time, it was thought that RE would always get the
    property in time.  However, a partner's experience is that
    VK_INCOMPLETE is happening 0.5% of the time.
    
    ANGLE doesn't need to use the VK_GOOGLE_display_timing extension.
    This is because the Android EGL loader provides the related
    EGL_ANDROID_get_frame_timestamps extension.  The issue that ANGLE is
    working around is that it shouldn't fail to initialize in this
    situation.
    
    Bug: angleproject:6715
    Bug: b/206733351
    Change-Id: I4eb2197cdcc9692518b1bf5984d06fc8a1a7d145
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3290506
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Commit-Queue: Ian Elliott <ianelliott@google.com>
    

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

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

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
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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 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