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  • Hash : 3b3783bc
    Author : Igor Nazarov
    Date : 2024-11-18T16:42:47

    Reland "Possibly fix FixedQueue.ConcurrentPushPop flakiness"
    
    This is a reland of commit 84b175546ec95af14b6a85def7d5b2e81ae5a88a
    
    Reverted CL increased flakiness because of incorrect `ASSERT`
    expressions present in the original code and which should have been also
    corrected. The fix itself had no new issues.
    
    This CL additionally fixes these `ASSERT` expressions.
    
    Suspected source of flakiness in both tests is the possibility to call
    `q.pop()` while `q.empty()` is true. Original fix added check for
    `enqueueThreadFinished` to break from the loop.
    
    New fix instead of checking for `enqueueThreadFinished` to break from
    the loop, checks if `q.empty()` is true. This change allows processing
    already pushed values even if the enqueue thread already finished. It is
    applied to both tests.
    
    Additional changes not related to fixing the flakiness:
    - `std::time()` replaced with `angle::GetCurrentSystemTime()` because
      `std::time_t` may be integer (Android) while `timeOut` is double. This
      is confusing. For example, if set `timeOut = 0.5` - actual timeout
      will still be one second.
    - fix enqueue thread to actually reach the maximum capacity.
    - improve dequeue thread to prevent updating to the same of greater
      capacity.
    - add extra `ASSERT` checks.
    - make code in both tests consistent with each other.
    
    Original change's description:
    > Possibly fix FixedQueue.ConcurrentPushPop flakiness
    >
    > Queue may be empty when `enqueueThreadFinished` become true.
    >
    > This is same as the previous fix for `ConcurrentPushPopWithResize`:
    >     https://chromium-review.googlesource.com/c/angle/angle/+/5823039
    >
    > Change also removes always true expressions from the
    > `ConcurrentPushPopWithResize` test.
    >
    > Bug: b/302739073
    > Change-Id: I82ee294208d918b7007d85b2cd90e2642fc1e54f
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6030517
    > Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    > Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    
    Bug: b/302739073
    Change-Id: I8f3840326f3fceed044fa188245772a5ff7b638d
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6038334
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    

  • Properties

  • 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
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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 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
    GGP (Stadia) 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