Hash :
78393614
Author :
Date :
2021-09-21T19:14:15
Vulkan: Fixed bugs about VK_SUBOPTIMAL_KHR Image Acquire result
This change fixes the following bugs in rx::WindowSurfaceVk with
VK_SUBOPTIMAL_KHR Image Acquire result:
- Bug in acquireNextSwapchainImage() method:
- If VK_SUBOPTIMAL_KHR returned from vkAcquireNextImageKHR(),
the method simply returns since the result, and
vk::DeviceScoped<vk::Semaphore> acquireImageSemaphore, will be
destroyed. However, acquireImageSemaphore can't be destroyed
because it is already used by the Presentation Engine.
- Bug in initializeImpl() method:
- Method allows VK_SUBOPTIMAL_KHR as successful result. However,
acquireNextSwapchainImage() will not finish, leaving incomplete
state. Attempting to use the framebufer will cause ASSERT/Crash.
Solution:
- Changed acquireNextSwapchainImage() method to ignore
VK_SUBOPTIMAL_KHR result.
- Remove checks for VK_SUBOPTIMAL_KHR from Acquire in other places.
This solution was chosen, because it is simplest, and VK_SUBOPTIMAL_KHR
is properly handled in the computePresentOutOfDate() method.
Patch authored by Igor Nazarov <i.nazarov@samsung.com>
Bug: angleproject:6401
Change-Id: I90bef7871c3bdcf28240a034927d5b2c705f4367
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3174729
Commit-Queue: Ian Elliott <ianelliott@google.com>
Reviewed-by: Jamie Madill <jmadill@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 | 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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