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  • Hash : 41adabc4
    Author : Roman Lavrov
    Date : 2022-04-29T15:04:27

    Use app data dir instead of /sdcard for writing qpa file
    
    Appears to drastically reduce runtime variability. Example:
    
    Max shard runtime (28m 15s) + overhead (10s): 28m 24s (shard #8)
    Min shard runtime (3m 5s) + overhead (20s): 3m 24s (shard #6)
    
    -->
    
    Max shard runtime (4m 6s) + overhead (11s): 4m 17s (shard #0)
    Min shard runtime (3m 7s) + overhead (10s): 3m 17s (shard #6)
    
    --deqp-log-flush is enabled by default (only disabled for multi-process
    execution http://anglebug.com/5157) and together with
    --deqp-log-shader-sources which is also enabled by default results in a
    huge number of line-by-line flushes degradng filesystem performance.
    Example strace capture in a degraded state:
    
        [pid 21208] 10:55:51.194033 write(77, "</ShaderSource>\n   <InfoLog>", 28) = 28 <0.181028>
        [pid 21208] 10:55:51.375879 write(77, "</InfoLog>\n</FragmentShader>\n</S"..., 78) = 78 <0.179196>
        [pid 21208] 10:55:51.555790 write(77, "\" Description=\"Vertex shader com"..., 41) = 41 <0.177602>
    
    ~180ms *per line written* !!! (28, 78, 41 characters...)
    
    Under normal conditions these are way down in the microsecond range:
    
        [pid 11412] 10:55:56.689894 write(72, "</ShaderSource>\n   <InfoLog>", 28) = 28 <0.000020>
        [pid 11412] 10:55:56.689957 write(72, "</InfoLog>\n</FragmentShader>\n</S"..., 78) = 78 <0.000026>
    
    I think that the reason for this is some peculiarity of the /sdcard
    filesystem which uses fuse:
    
    % df -h /sdcard/chromium_tests_root/
    /dev/fuse        50G  3.7G   46G   8% /mnt/user/0/emulated
    
    As opposed to block/dm-N of the (non-app accessible) temp directory:
    
    % df -h /data/local/tmp/
    /dev/block/dm-9  50G  3.7G   46G   8% /data_mirror/cur_profiles
    
    And the app data directory appears to be using the same filesystem:
    
    % df -h /data/data/com.android.angle.test/
    /dev/block/dm-9  50G  3.7G   46G   8% /data_mirror/cur_profiles
    
    As far as I can tell the degradation of performance does not happen on
    this filesystem despite the huge amount of small writes. Disabling deqp
    log flushes when running on bots probably makes sense too but I'd like
    to first confirm the impact of this CL separately.
    
    Bug: chromium:1217662
    Bug: angleproject:7242
    Change-Id: I507e4c330fd4e1f4ce05f9768506f905e142f835
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3615081
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Roman Lavrov <romanl@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
    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 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