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  • Hash : 41a2672f
    Author : Jason Macnak
    Date : 2020-09-03T11:05:54

    Vulkan: Use optimal tiling for AHB
    
    When running Android on certain GPUs, there are problems creating Vulkan
    image siblings of AHardwareBuffers because it's currently assumed that
    the underlying driver can create linear tiling images that have input
    attachment usage, which isn't supported on NVIDIA for example, resulting
    in failure to create the image siblings. Yet, we don't currently take
    advantage of linear elsewhere in ANGLE. To maintain maximum
    compatibility on Android for such drivers, use optimal tiling for image
    siblings.
    
    Note that while we have switched to optimal unconditionally in this path
    versus linear, it's possible that previously compatible linear usages
    might become uncompatible after switching to optimal. However, from what
    we've seen on NVIDIA/AMD/Intel/Samsung GPUs so far, formats generally
    have more possible usages in optimal tiling versus linear tiling:
    
    http://vulkan.gpuinfo.org/displayreport.php?id=10804#formats_linear
    http://vulkan.gpuinfo.org/displayreport.php?id=10804#formats_optimal
    
    http://vulkan.gpuinfo.org/displayreport.php?id=10807#formats_linear
    http://vulkan.gpuinfo.org/displayreport.php?id=10807#formats_optimal
    
    http://vulkan.gpuinfo.org/displayreport.php?id=10809#formats_linear
    http://vulkan.gpuinfo.org/displayreport.php?id=10809#formats_optimal
    
    http://vulkan.gpuinfo.org/displayreport.php?id=10787#formats_linear
    http://vulkan.gpuinfo.org/displayreport.php?id=10787#formats_optimal
    
    Also, as an aside, in terms of what's generally expected from the Vulkan
    ICD in Android when determining AHB compatibility, if the vendor wants
    to declare a particular combinatino of format/tiling/usage/etc as not
    supported AHB-wise, it's up to the ICD vendor to zero out bits in
    supportedHandleTypes in the vkGetPhysicalDeviceImageFormatProperties2
    query:
    
    ```
    *
    [VUID-VkImageCreateInfo-pNext-00990](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/vkspec.html#VUID-VkImageCreateInfo-pNext-00990)
    If the pNext chain includes a VkExternalMemoryImageCreateInfo structure,
    its handleTypes member must only contain bits that are also in
    VkExternalImageFormatProperties::externalMemoryProperties.compatibleHandleTypes,
    as returned by vkGetPhysicalDeviceImageFormatProperties2 with format,
    imageType, tiling, usage, and flags equal to those in this structure,
    and with a VkPhysicalDeviceExternalImageFormatInfo structure included in
    the pNext chain, with a handleType equal to any one of the handle types
    specified in VkExternalMemoryImageCreateInfo::handleTypes
    ```
    
    Bug: angleproject:5709
    Change-Id: I67b65ab830505a9df4665ccea8e2ba1ca409e0b5
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2729243
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Lingfeng Yang <lfy@google.com>
    

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  • 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

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    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 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 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:

    • 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