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  • Hash : 37c40014
    Author : Tim Van Patten
    Date : 2020-10-16T22:19:20

    Revert "Vulkan: Fold deferred clears into current clears"
    
    This reverts commit e416c92a81c9ef01d633ec5c05e81c2551b6c5d6.
    
    Reason for revert: Reverted parent:
    https://chromium-review.googlesource.com/c/angle/angle/+/2481612
    
    Original change's description:
    > Vulkan: Fold deferred clears into current clears
    >
    > If there are clears prior to a glClear() call, those clears were
    > flushed (starting a new render pass) and then the clear call's clears
    > would be applied (essentially modifying the loadOps of said render
    > pass).
    >
    > The main downside of the above is that the current glClear() clears
    > don't get a chance to be deferred.  This was observed in Chrome which
    > clears an attachment with an emulated format, then switches
    > framebuffers.
    >
    > Additionally, if the render pass had already been started, the deferred
    > clears could have become inlined instead of breaking the render pass.
    > Although, it's unlikely for there to be deferred clears when the render
    > pass is already open.
    >
    > This change first identifies which clears need to go through the draw
    > path (scissored, masked or as workaround for driver bug).  It merges the
    > rest of the clears (that don't need the draw path) with the deferred
    > clears.  It then checks deferred clears and applies them by either:
    >
    > - vkCmdClearAttachments if mid RP
    > - Start a new render pass and use loadOps, if any draw-based clear needs
    >   to follow.
    > - Modify current RP loadOps / defer the clear
    >
    > Afterwards, the draw-based clears are applied.
    >
    > Bug: angleproject:4836
    > Change-Id: Id4992c78983b199734508c9d4bb18ed3195c91ec
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2455167
    > Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    > Reviewed-by: Jamie Madill <jmadill@chromium.org>
    > Reviewed-by: Charlie Lao <cclao@google.com>
    
    TBR=syoussefi@chromium.org,jmadill@chromium.org,cclao@google.com
    
    Change-Id: I85733b3594409df9b96e3d5b34933522c97c42cf
    No-Presubmit: true
    No-Tree-Checks: true
    No-Try: true
    Bug: angleproject:4836
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2481613
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Commit-Queue: Tim Van Patten <timvp@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
    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 in progress 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 in progress

    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