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  • Hash : 691140da
    Author : Igor Nazarov
    Date : 2025-04-22T21:05:44

    Vulkan: Do not skip VUID-vkQueueSubmit-pSignalSemaphores-00067
    
    ... when "VK_EXT_swapchain_maintenance1" is enabled.
    
    Original problem is a VVL bug, introduced in:
        62e9314e2eb9c58af42f6f1b613d200d5362598d
        layers: Track semaphore is in use by swapchain
    
    It was later partially fixed in:
        88934ae6acf0c8b8ae169df9607e779ac4a70239
        layers: Fix waiting on present fence did not have effect
    
    Bug is only fixed when using present fences (when
    "VK_EXT_swapchain_maintenance1" is enabled).
    
    Without present fences, VUID error still prints the following:
      Swapchain image 0 was presented but not re-acquired, so VkSemaphore
      0x41c700000041c7 may still be in use and cannot be safely reused with
      image index 0.
      a) Use a separate semaphore per swapchain image. Index these
         semaphores using the index of the acquired image.
    
    Since problem only happens in a shared present mode, re-acquiring the
    image causing "VUID-vkAcquireNextImageKHR-surface-07783". It is also
    unclear from the Vulkan spec if the image may be re-acquired in shared
    present mode, but it is currently not necessary.
    
    When not using present fences, ANGLE tracks present semaphores by
    attaching submit serial to the previous present operation when same
    image is presented. This guarantees to use more than one present
    semaphore (in a shared present mode) and not to reuse semaphore with
    signal operation pending. This is more strict synchronization than what
    is suggested by the VUID error in the item (a).
    
    However, it is debatable if this is ANGLE's or VVL error. If it is not
    a VVL error, it at least should provide correct message of how to fix
    the problem in case of a shared present mode. Theoretically, ANGLE may
    fix this error by only using present semaphore for the initial present,
    and skip it for all subsequent present operations, since image is
    already shared with the presentation engine and present operation is
    only used for notification purposes.
    
    Bug: angleproject:408190758
    Change-Id: Id0dc3c0efcba72e844ba6b2c241d0076f70fcd51
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6480175
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Shahbaz Youssefi <syoussefi@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
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
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  • 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 complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress complete

    Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.

    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 complete [1]
    iOS complete [2]
    Chrome OS complete planned
    Android complete complete
    Fuchsia complete

    [1] Metal is supported on macOS 10.14+

    [2] Metal is supported on iOS 12+

    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)
    • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

    ANGLE also provides an implementation of the EGL 1.5 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.

    OpenCL Implementation

    In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.

    This work/effort is currently work-in-progress/experimental.

    This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.

    Level of OpenCL support via backing renderers

    Vulkan OpenCL
    OpenCL 1.0 in progress in progress
    OpenCL 1.1 in progress in progress
    OpenCL 1.2 in progress in progress
    OpenCL 3.0 in progress in progress

    Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.

    The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).

    OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:

    • Vulkan : clspv
    • OpenCL : Compiler is part of the native driver

    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