Hash :
691140da
Author :
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>
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 | 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.
| 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:
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.
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.
| 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 ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions.
Join our Google group to keep up to date.
Join us on Slack in the #angle channel. You can follow the instructions on the Chromium developer page for the steps to join the Slack channel. For Googlers, please follow the instructions on this document to use your google or chromium email to join the Slack channel.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE’s coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Go through ANGLE’s orientation and sift through issues. If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the “owner” of the bug. This avoids having multiple people accidentally working on the same issue.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the internals of ANGLE:
Read design docs on the Vulkan back-end
Read about ANGLE’s testing infrastructure
View information on ANGLE’s supported extensions
If you use ANGLE in your own project, we’d love to hear about it!