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  • Hash : 5cf7472d
    Author : Tim Van Patten
    Date : 2020-11-20T13:07:53

    Vulkan: Ignore glFlush to reduce vkQueueSubmits in Asphalt 9
    
    Multithreaded apps can use the following pattern:
    
      glDrawElements()
      glFenceSync()
      glFlush()
      glWaitSync()
    
    This currently results in a vkQueueSubmit for every glFlush() to ensure
    that the work has landed in the command queue in the correct order.
    However, ANGLE can instead avoid the vkQueueSubmit during the glFlush()
    in this situation by instead flushing the ContextVk's commands and
    ending the render pass to ensure the commands are submitted in the
    correct order to the renderer. This improves performance for Asphalt 9
    by reducing frame times from 150-200msec to 35-55msec.
    
    Specifically, ANGLE will call flushCommandsAndEndRenderPass() when
    there is a sync object pending a flush or if the ContextVk is currently
    shared.
    
    Additionally, on all devices except Qualcomm, ANGLE can ignore all other
    glFlush() calls entirely and return immediately. For Qualcomm devices,
    ANGLE is still required to perform a full flush (resulting in a
    vkQueueSubmit), since ignoring the glFlush() reduces the Manhattan 3.0
    offscreen score by ~3%.
    
    Bug: angleproject:5306
    Bug: angleproject:5425
    Change-Id: I9d747caf5bf306166be0fec630a78caf41208c27
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2552718
    Commit-Queue: Tim Van Patten <timvp@google.com>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    

  • 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 thodg_w www_kmx_io 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 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 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