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  • Hash : 2ac49bb6
    Author : Charlie Lao
    Date : 2025-07-01T12:11:12

    Reland "Vulkan: Move VertexArray::ElementBuffer away from observer"
    
    This reverts commit 79ac1a8cd767a32cce6401203e20c4bd4ca4d539.
    
    Reason for revert: the regression bug is fixed in PS6
    
    The regression bug with the original CL is caused by when we bind a
    vertex array without element buffer rebind, we missed to reset
    mIndexRangeInlineCache. The other bug is that VertexArray::mDiryBits is
    64 bit but VertexArrayBufferBindingMask is 16 bit, in
    VertexArray::setDependentDirtyBits(), bufferBindingMask.to_ulong() <<
    DIRTY_BIT_BUFFER_DATA_0 is only producing the 32 bit value on windows
    platform due to unsigned long is 32 bit value. bits() is used and bit
    shift is operated on to uint64_t here to avoid dropping high bits on
    windows.
    
    Two tests are added that reproduce the regression bug caused by
    the original CL.
    
    Bug: angleproject:400711938
    Original change's description:
    > Revert "Vulkan: Move VertexArray::ElementBuffer away from observer"
    >
    > This reverts commit 3f012a43ee2c101543785720eedfeaa80708479d.
    >
    > Reason for revert: https://issues.chromium.org/427064102
    >
    > Bug: angleproject:400711938
    > Original change's description:
    > > Vulkan: Move VertexArray::ElementBuffer away from observer
    > >
    > > Right now, VertexArray's element buffer is always observing buffer's
    > > change. In previous CLs, we have moved vertex array away from
    > > subject/observer usage. This CL moves element buffer away from
    > > subject/observer as well. Since the gl::Buffer tracks buffer's binding
    > > to each context's current vertex array's binding point,
    > > kElementArrayBufferIndex is added to VertexArrayBufferBindingMask bits
    > > so that the element buffer is tracked exactly the same as other vertex
    > > array buffer bindings. The VerextArray code has been modified to handle
    > > this special bit, since element buffer has its own binding point
    > > VertexArrayState::mElementArrayBuffer as opposed to
    > > VertexArrayState::mVertexBindings. After this CL, VertexArray object
    > > should be completely off subject/observer usages.
    > >
    > > Bug: angleproject:400711938
    > > Change-Id: I662ddfabc95034bdc7734939c944ab033f41801c
    > > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6552160
    > > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    > > Reviewed-by: Geoff Lang <geofflang@chromium.org>
    > > Commit-Queue: Charlie Lao <cclao@google.com>
    >
    > Bug: angleproject:400711938
    > Change-Id: I9487ba8b108baaeda1c8a27189dba64f77616774
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6663539
    > Commit-Queue: Charlie Lao <cclao@google.com>
    > Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
    
    Bug: angleproject:400711938
    Change-Id: I3f47ad1238c41f12b5cbd7a59b84be3fce1e9562
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6664004
    Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
    Commit-Queue: Charlie Lao <cclao@google.com>
    

  • Properties

  • 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
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    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 complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress complete

    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
    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)
    • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

    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.

    OpenCL Implementation

    In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.

    This work/effort is currently work-in-progress/experimental.

    This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.

    Level of OpenCL support via backing renderers

    Vulkan OpenCL
    OpenCL 1.0 in progress in progress
    OpenCL 1.1 in progress in progress
    OpenCL 1.2 in progress in progress
    OpenCL 3.0 in progress in progress

    Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.

    The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).

    OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:

    • Vulkan : clspv
    • OpenCL : Compiler is part of the native driver

    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