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  • Hash : baca10b7
    Author : John Plate
    Date : 2021-05-29T16:26:57

    CL: Remove object cache and fix multi-threading
    
    All CL front end objects used to be cached to be able to determine
    if an object has been created by the front end to check its validity.
    The validity is now checked with the existence of an intrinsic value
    (the dispatch table pointer), which is consistent with the patterns
    found in Mesa and clvk (though clvk uses a magic value).
    This allows the removal of all cached objects.
    
    The cached objects were stored with std::unique_ptr. These are now
    gone and all remaining pointers are now custom intrinsic reference
    count pointers.
    
    Also remove global lock which causes deadlocks, e.g. when CL API
    is called from a separate thread to unlock a blocking call with
    a user event. Most of the front end is constant and already
    thread-safe. The ref count is also thread-safe now (atomic).
    A few remaining locks will follow.
    Without the global lock it was now possible to make the API
    reentrant, and to remove the workaround with the Khronos ICD
    loader to skip ANGLE's OpenCL library.
    
    Bug: angleproject:6001
    Change-Id: I7d3b52db9011a02cb7ea9ebdeb6e22c4c702ef5b
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2927395
    Commit-Queue: John Plate <jplate@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@google.com>
    

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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_l thodg
    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 in progress
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    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 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:

    • 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 1.4 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.

    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