• Show log

    Commit

  • Hash : 8c48b502
    Author : Shahbaz Youssefi
    Date : 2025-06-05T02:09:54

    Vulkan: Fix deferred clear vs robust init vs invalidate
    
    The DIRTY_OBJECT_DRAW_ATTACHMENTS bit, when handled, goes over
    framebuffer attachments and requests that they be cleared.  This is done
    only with robust init.
    
    The DIRTY_OBJECT_DRAW_FRAMEBUFFER bit, when handled, results in staged
    updates to be applied to the attachments.
    
    When syncDirtyObjects is called, the above bits are handled.  If we end
    up in a situation where DIRTY_OBJECT_DRAW_ATTACHMENTS is set, but not
    DIRTY_OBJECT_DRAW_FRAMEBUFFER, the following happens with Vulkan:
    
    - Handle DIRTY_OBJECT_DRAW_ATTACHMENTS
    - TextureVk::initializeContents
    - ImageHelper::stageResourceClearWithFormat
    - Observer message to TextureVk->Texture->Framebuffer->Context
    - Context sets DIRTY_OBJECT_DRAW_FRAMEBUFFER
    - However syncDirtyObjects does not notice this bit, as it has cached
      the dirty objects and is in the middle of looping over them
    
    In the above scenario, the call that results in syncDirtyObjects does
    not process the draw framebuffer (if not already dirty for some other
    reason), meaning the clear is not applied _before_ the current operation
    but after it (whenever framebuffer is synced next).
    
    In this change, I attempted to ensure that if
    DIRTY_OBJECT_DRAW_ATTACHMENTS is ever dirty,
    DIRTY_OBJECT_DRAW_FRAMEBUFFER is also dirty.  There were a few
    operations that could theoretically lead to this which are fixed by this
    change.  The particular one that revealed the bug was
    State::syncDirtyObject syncing only the FRAMEBUFFER bit and leaving the
    ATTACHMENTS bit for the unsuspecting following operation.
    
    The aforementioned assertion is not included in this change however, as
    it revealed one unresolved issue with the d3d backend where
    DIRTY_OBJECT_DRAW_ATTACHMENTS is not set, but processing
    DIRTY_OBJECT_DRAW_ATTACHMENTS sets it while dirty bits are being
    processed.
    
    Bug: b/381284577
    Change-Id: If3c35fbade069ae75f66dd6d4df5d73882a08a93
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6621059
    Reviewed-by: Yuxin Hu <yuxinhu@google.com>
    Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

  • 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 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
    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