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  • Hash : 20e7bbb7
    Author : Shahbaz Youssefi
    Date : 2022-03-18T17:03:18

    Vulkan: Fix invalidate of attachments with emulated format
    
    Some image formats may be emulated such that the emulated format has
    more channels than the original.  ANGLE clears the image once so that
    these extra channels contain valid values, and carefully ensures they
    are never modified.
    
    For swapchain images with such formats, as they are automatically
    invalidated at the end of the frame, a workaroud was added to make sure
    they are re-cleared in the beginning of the next frame.  This however
    doesn't fix the issue of glInvalidateFramebuffer resulting in the
    contents of attachments with such formats to be discarded (even if the
    following render pass clears it, the contents are invalid in between).
    
    This change instead makes sure invalidate of images with emulated
    formats that have extra channels are handled appropriately:
    
    - On IMR hardware, the invalidate is dropped altogether as it provides
      little to no benefit.
    - On TBR hardware, a clear is automatically staged on the invalidated
      image.
    
    The latter replaces the workaround that was added to make the following
    render pass use loadOp=CLEAR, by adding a clear that's respected
    regardless of what the future usage is.
    
    This change also paves the way for a future change where the invalidate
    of color attachments is tracked in render passes similarly to how
    depth/stencil currently is.  With this change, the image is no longer in
    an inconsistent state where its contents are considered invalid, even
    though some channels are meant to remain valid.
    
    Bug: angleproject:6860
    Change-Id: Iec5b4854dfbe3a0bf93cd5aa82c19fe116065744
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3536389
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: 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 www_kmx_io thodg_w 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 in progress
    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 1.5 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