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  • Hash : 8469debb
    Author : Igor Nazarov
    Date : 2024-09-04T20:04:10

    Vulkan: Add dual slots in CompressAndStorePipelineCacheVk()
    
    Change fixes following problem:
       Currently, each call to `CompressAndStorePipelineCacheVk()` stores
       chunks in order, starting from 0. This overrides previously stored
       chunks. In case of app termination (kill) in the middle of this
       process, the entire cache data will be corrupted, since it will
       partially contain chunks from the new and old caches.
    
    Solution:
    
    In order to fix this problem, this change introduces `slotIndex` into
    the `chunkCacheHash` calculation. Slot index is managed by
    `vk::Renderer::getNextPipelineCacheBlobCacheSlotIndex()` method, which
    will alternate between 0 and 1 when "useDualPipelineBlobCacheSlots"
    feature is enabled, and always 0 otherwise.
    
    Additionally, chunk storing order is reversed: last chunk is stored
    first and the first (0 chunk) - last. This is done because 0 chunk is
    the first that is loaded in `GetAndDecompressPipelineCacheVk()` and used
    as indication that there is data in the cache. Writing it last, ensures
    that other chunks will be also available.
    
    When "useDualPipelineBlobCacheSlots" is enabled, each call to
    `CompressAndStorePipelineCacheVk()` will use slot index opposed to the
    slot that is stored in the cache, avoiding damaging existing data. After
    writing all chunks for a brief moment there may be 2 instances of the
    data. However, data for the previous slot will be immediately erased
    (by writing 1/0-sized blobs) starting from the 0 chunk.
    
    To control if erasing of old pipeline cache data will be erased by using
    0-sized or 1-sized blobs blobs, added
    `useEmptyBlobsToEraseOldPipelineCacheFromBlobCache` feature.
    
    The `GetAndDecompressPipelineCacheVk()` function will iterate over each
    available slot index checking only 0 chunk until data is found.
    
    In case of the OpenCL API, features will always have following values:
    - "useDualPipelineBlobCacheSlots"                     -> false
    - "useEmptyBlobsToEraseOldPipelineCacheFromBlobCache" -> true
    
    Note: this solution requires 2X pipeline cache size space in the blob
    cache to work as expected, otherwise it will exacerbate other problem:
       When blob cache is full, but still allows to store the current
       pipeline cache data, storing next chunk may trigger eviction of
       already stored items. Depending on the blob cache implementation,
       eviction process may choose to evict chunks from the current pipeline
       cache data. As the result: blob cache will not contain all chunks.
    
    The above problem will be addressed in the follow up CL.
    
    Bug: angleproject:4722
    Change-Id: I2920bc3d89263280cdfe0466446fca26415e2b25
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5756576
    Reviewed-by: Charlie Lao <cclao@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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
    GGP (Stadia) 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