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  • Hash : d5babf99
    Author : Igor Nazarov
    Date : 2025-06-23T12:46:51

    Vulkan: Fix unhandled deferred clears after glGetMultisamplefv
    
    Issue was introduced in the commit that implemented deferred clears.
    The `glGetMultisamplefv()` synchronizes draw framebuffer which defers
    possibly staged clears. Since API is not handling deferred clears they
    are left untouched, causing the ASSERT.
    
    This change fixes the issue by not deferring clears for the
    `glGetMultisamplefv()` command during flushing staged updates of dirty
    framebuffer attachments.
    
    Changes:
    - Add `gl::Command::GetMultisample` enumeration for clarity.
    - Add `gl::CommandBlitBuffer::CommandBlitBufferDepthStencil` enumeration
      to improve code readability.
    - Add `command` parameter into `gl::State::syncDirtyObject()` method to
      use actual command enum instead of `Other`.
    - Remove `previousDeferredClears` local variable and update ASSERT in
      the `FramebufferVk::syncState()` method. New assert ensures empty
      `mDeferredClears` instead of just checking dirty attachments, since
      it is easy to make all attachments dirty making old and new assertions
      act the same.
    - Replace logic in `FramebufferVk::syncState()` that decides whether
      need to defer attachments or not with switch-case. This makes the
      logic more clear regarding handling individual commands and simplify
      updating this handling in the future. Except of the bug fix with
      `GetMultisample` command, handling of other command is uncached.
    - Remove `flushDeferredClears()` from `FramebufferVk::readPixels()`
      because `mDeferredClears` are not expected (now it's more clear after
      the refactoring). And even if there are `mDeferredClears` (in case of
      a bug or after API failure), `flushDeferredClears()` only flushes
      clears for the draw framebuffer, while checking `mDeferredClears` of
      the read framebuffer. This is a problem in case if read and draw
      framebuffers are not the same.
    
    Bug: angleproject:40644727
    Test: angle_end2end_tests --gtest_filter=TextureMultisampleTest.GetMultisamplefvAfterClear/*
    Test: angle_end2end_tests --gtest_filter=EGLSurfaceTest.GetMultisamplefvAfterClear/*
    Change-Id: I376a62de52de5e17dbc63cc7ddb0506741a69266
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6661958
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Reviewed-by: 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
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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
    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