Hash :
1f5eb6b8
Author :
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>
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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