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  • Hash : 5dcd29a6
    Author : Tim Van Patten
    Date : 2020-09-29T14:15:51

    Vulkan: Make DescriptorPoolHelper a Resource
    
    Descriptor pools need to live as long as the descriptor sets that are
    allocated from them. Using Serials while building a command to judge a
    pool's lifetime is prone to errors, since a command's Serial value
    isn't known until the command is submitted, leading to deleting pools
    too early relative to when the descriptor set is actually used.
    
    This CL updates DescriptorPoolHelper to inherit from Resource, so the
    descriptor pools can be retain()'ed. This allows the Resource's counter
    to indicate that a pool is in use until the command's Serial is known
    and can be recorded to indicate when the command completes. This
    prevents descriptor pools from being destroyed before the command
    completes (while the descriptor sets are still in use), or even before
    the command has been submitted. Destroying a descriptor pool resets all
    of the descriptors that were allocated from it, which can trigger a
    variety of VVL errors depending on when it's erroneously performed.
    
    This CL also adds the necessary retain() calls for the descriptor pools.
    In particular, the pools need to be retained each time a cached
    descriptor set that was allocated from it is re-used. This is relatively
    simple with the current design, since we always clear the descriptor set
    caches whenever a new pool is allocated, so the descriptor pool binding
    is always accurate.
    
    Bug: angleproject:5030
    Test: MultithreadingTest::MultiContextDrawSmallDescriptorPools()
    Change-Id: I5fdeeb46159448dfd679d7169e423048348be5ab
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2437609
    Commit-Queue: Tim Van Patten <timvp@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Courtney Goeltzenleuchter <courtneygo@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 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