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  • Hash : 7d1a401b
    Author : Igor Nazarov
    Date : 2023-01-17T18:45:55

    Vulkan: Fix freeing not completed Secondary Command Buffers.
    
    Problem:
    - Protected Context flushes its commands to the Protected
      Primary Command Buffer;
    - Unprotected Context flushes its commands to the Unprotected
      Primary Command Buffer;
    - Context with different "egl::ContextPriority" may flush commands
      into different Primary Command Buffers.
    - Secondary Command Buffers from all Contexts end-up in the single
      "CommandBufferRecycler::mSecondaryCommandBuffersToReset" list;
    - One of the Contexts submits its Primary Command Buffer, and attaches
      current "mSecondaryCommandBuffersToReset" list to the "CommandBatch";
    - Secondary Command Buffers of other Contexts may be collected and
      later freed by "SecondaryCommandPool" without submitting/completion
      corresponding Primary Command Buffers.
    
    Fix:
    - Moving "mSecondaryCommandBuffersToReset" to the new
      "SecondaryCommandBufferCollector" class.
    - Separate "SecondaryCommandBufferCollector" instance is stored
      in the "CommandQueue" for each current Primary Command Buffer.
    
    Additionally fixes "asyncCommandQueue" related problem:
    "releaseCommandBuffersToReset()" may get outdated results if flush is
    not yet executed in the "asyncCommandQueue" thread.
    
    Bug: angleproject:6100
    Change-Id: I7df161ac1f999fb34d4eccaebb603c58ecb1ac11
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4334579
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    

  • 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
    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 complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    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
    iOS complete
    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 1.5 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.

    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