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  • Hash : 5e631c5f
    Author : Charlie Lao
    Date : 2021-05-20T11:21:18

    Vulkan: Disable shadowBuffers feature
    
    For PixelUnpack, if the feature is enabled, it always create a shadow
    CPU mapped memory. Then when mapBuffer is called, it let user write to
    the shadow memory. At unmapBuffer time, it memcpy the shadow buffer data
    to context's staging buffer and then issue a vkCmdCopyBuffer from
    context staging buffer to the PixelUnpack buffer. This involves too
    many data copies. The proper way to do it is simply make sure to create
    the buffer as CPU map-able and let user directly write to it. If we find
    cases that CPU waiting for GPU to finish is causing performance issues,
    there are two ways to improve/fix it: 1)Add event at end of each
    renderpass or FBO so that we know if GPU access is finished or not
    without have to wait for entire frame to finish rendering. 2) Create
    multiple buffers and ping-pong between them, at least there will be no
    VkCmdCopyBuffer call involved like shadow buffers do. But we will leave
    that to future time when we find such need.
    
    Bug: angleproject:5986
    Change-Id: Ib8300e46e779d20533c1f7f81624de0ce003788b
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2909758
    Commit-Queue: Charlie Lao <cclao@google.com>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

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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 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