Hash :
c8bee335
Author :
Date :
2017-09-20T15:42:09
D3D11: Implement a dirty bit for Shaders. This allows us to skip calling the dynamic shader generation and program shader application when there haven't been any state changes. It builds on the previous work that immediately update state caches in the VertexArray11 and Framebuffer11. It should improve performance in draw-call limited applications by a small margin. For reference, here are the conditions under which the shaders are refreshed: 1. Directly changing the program executable 2. The vertex attribute layout 3. The fragment shader's rendertargets 4. Enabling/disabling rasterizer discard 5. Enabling/disabling transform feedback 6. An internal shader was used 7. Drawing with/without point sprites Improves the score of the draw call stress test for the D3D11 back-end (with null driver) by about 40% on my test machine. The 9_3 back-end seems to have an issue where the getSRV call to a texture storage can change the "use level zero workaround" status of the storage, which in turn will invalidate the state. Since this is localized to 9_3 only, put in a hack to disable an assert check for now. BUG=angleproject:2151 Change-Id: Idbd0a31376691b33972e735d5833a9b02a8a4aa9 Reviewed-on: https://chromium-review.googlesource.com/666278 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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.
| 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 |
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | in progress |
| Linux | complete | planned | |||
| Mac OS X | in progress | ||||
| Chrome OS | complete | planned | |||
| Android | complete | planned |
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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions
Join our Google group to keep up to date.
Join us on IRC in the #ANGLEproject channel on FreeNode.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE’s coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this recent presentation.
If you use ANGLE in your own project, we’d love to hear about it!