Hash :
5e631c5f
Author :
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>
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.
| 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 |
| 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:
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.
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