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  • Hash : 88596bea
    Author : Jamie Madill
    Date : 2019-06-13T14:17:48

    Vulkan: Implement a texture descriptor cache.
    
    We noticed a significant hotspot in vkAllocateDesctiptorSets. The app
    was repeatedly cycling through a few combinations of active textures.
    For each state change in ANGLE we were allocating a new desctiptor set.
    This in turn would trigger internal driver memory allocation and cause
    jank. Using a cache avoids allocations entirely since the application
    is rotating through a stable set of textures.
    
    The descriptor cache is stored in each program. It is indexed by a set
    of 32-bit serials. Each texture generates a unique serial for every
    combination of VkImage and VkSampler that the texture owns. The texture
    descriptor is refreshed every time a texture changes or is rebound.
    
    The descriptor cache is accessed via an unoredered map with the texture
    serial sets as the hash key. We also store the maximum active texture
    index in the cache key so we don't need to hash and memcmp on all 64
    active textures.
    
    This will currently fail if more than MAX_UINT serials are generated.
    But that number is high enough that it shouldn't be possible to hit
    in practice in a practical amount of time.
    
    Requires shifting the texture sync to ContextVk so we can get the new
    serial after the textures are updated. And to make sure to update the
    image layouts even if the descriptors are not dirty.
    
    Improves performance of the T-Rex demo. Also improves the score of the
    texture state change microbenchmark by about 40%.
    
    Bug: angleproject:3117
    Change-Id: Ieb9bec1e8c1a7619814afab767a1980b959a8241
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1642226
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

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  • 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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    OpenGL ES 2.0 complete complete complete complete in progress
    OpenGL ES 3.0 complete complete in progress not started
    OpenGL ES 3.1 not started in progress in progress not started

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    Windows complete complete complete complete in progress
    Linux complete in progress
    Mac OS X in progress
    Chrome OS complete planned
    Android complete in progress

    ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, 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