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  • Hash : 6136620b
    Author : Jeff Vigil
    Date : 2021-03-25T15:43:06

    Reland "EGL: GLES: Implement GL_EXT_protected_textures"
    
    This is a reland of 6210a9b34a721df2c84cf69170ad9bf7ba40e4aa
    This removes changes in gl backend.
    
    Original change's description:
    > EGL: GLES: Implement GL_EXT_protected_textures
    >
    > Implement EGL_EXT_protected_content Images
    > Add protected member to Images and Textures
    > Add error when creating objects if not supported or
    > does't match native buffer
    > When creating siblings pass protected state
    > Add extension caps
    > Add Validation
    > Add GetTexParameter and SetTextparameter
    > Add protected to Texture and state
    > Expand tests for images and textures
    >
    > Test: angle_end2end_test --gtest_filter=EGLProtectedContentTest
    >
    > Bug: angleproject:3965
    > Change-Id: I35a89b4e80bba6d9b6831c68e71630eef304dacb
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2802852
    > Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
    > Reviewed-by: Geoff Lang <geofflang@chromium.org>
    > Reviewed-by: Jamie Madill <jmadill@chromium.org>
    > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    
    Test: angle_end2end_test --gtest_filter=EGLProtectedContentTest
    
    Bug: angleproject:3965
    Change-Id: Id36d697c53afc0f0dadf92bda4565f9157f4fc2a
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3076825
    Commit-Queue: Brandon Schade <b.schade@samsung.com>
    Reviewed-by: Ian Elliott <ianelliott@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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  • README.md

  • ANGLE: Vulkan Back-end

    ANGLE’s Vulkan back-end implementation lives in this folder.

    Vulkan is an explicit graphics API. It has a lot in common with other explicit APIs such as Microsoft’s D3D12 and Apple’s Metal. Compared to APIs like OpenGL or D3D11 explicit APIs can offer a number of significant benefits:

    • Lower API call CPU overhead.
    • A smaller API surface with more direct hardware control.
    • Better support for multi-core programming.
    • Vulkan in particular has open-source tooling and tests.

    Back-end Design

    The RendererVk class represents an EGLDisplay. RendererVk owns shared global resources like the VkDevice, VkQueue, the Vulkan format tables and internal Vulkan shaders. The ContextVk class implements the back-end of a front-end OpenGL Context. ContextVk processes state changes and handles action commands like glDrawArrays and glDrawElements.

    Command recording

    The back-end records commands into command buffers via the following ContextVk APIs:

    • beginNewRenderPass: Writes out (aka flushes) prior pending commands into a primary command buffer, then starts a new render pass. Returns a secondary command buffer inside a render pass instance.
    • getOutsideRenderPassCommandBuffer: May flush prior command buffers and close the render pass if necessary, in addition to issuing the appropriate barriers. Returns a secondary command buffer outside a render pass instance.
    • getStartedRenderPassCommands: Returns a reference to the currently open render pass’ commands buffer.

    The back-end (mostly) records Image and Buffer barriers through additional CommandBufferAccess APIs, the result of which is passed to getOutsideRenderPassCommandBuffer. Note that the barriers are not actually recorded until getOutsideRenderPassCommandBuffer is called:

    • onBufferTransferRead and onBufferComputeShaderRead accumulate VkBuffer read barriers.
    • onBufferTransferWrite and onBufferComputeShaderWrite accumulate VkBuffer write barriers.
    • onBuffferSelfCopy is a special case for VkBuffer self copies. It behaves the same as write.
    • onImageTransferRead and onImageComputerShadeRead accumulate VkImage read barriers.
    • onImageTransferWrite and onImageComputerShadeWrite accumulate VkImage write barriers.
    • onImageRenderPassRead and onImageRenderPassWrite accumulate VkImage barriers inside a started RenderPass.

    After the back-end records commands to the primary buffer and we flush (e.g. on swap) or when we call ContextVk::finishToSerial, ANGLE submits the primary command buffer to a VkQueue.

    See the code for more details.

    Simple command recording example

    In this example we’ll be recording a buffer copy command:

        // Ensure that ANGLE sets proper read and write barriers for the Buffers.
        vk::CommandBufferAccess access;
        access.onBufferTransferWrite(destBuffer);
        access.onBufferTransferRead(srcBuffer);
    
        // Get a pointer to a secondary command buffer for command recording.
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
    
        // Record the copy command into the secondary buffer. We're done!
        commandBuffer->copyBuffer(srcBuffer->getBuffer(), destBuffer->getBuffer(), copyCount, copies);

    Additional Reading

    More implementation details can be found in the doc directory: