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  • Hash : e54d0f90
    Author : Shahbaz Youssefi
    Date : 2019-06-30T03:26:18

    Vulkan: Debug overlay
    
    A debug overlay system for the Vulkan backend designed with efficiency
    and runtime configurability in mind.  Overlay widgets are of two
    fundamental types:
    
    - Text widgets: A single line of text with small, medium or large font.
    - Graph widgets: A bar graph of data.
    
    Built on these, various overlay widget types are defined that gather
    statistics.  Five such types are defined with one widget per type as
    example:
    
    - Count: A widget that counts something.  VulkanValidationMessageCount
      is an overlay widget of this type that shows the number of validation
      messages received from the validation layers.
    - Text: A generic text.  VulkanLastValidationMessage is an overlay
      widget of this type that shows the last validation message.
    - PerSecond: A value that gets reset every second automatically.  FPS is
      an overlay widget of this type that simply gets incremented on every
      swap().
    - RunningGraph: A graph of last N values.  VulkanCommandGraphSize is an
      overlay of this type.  On every vkQueueSubmit, the number of nodes in
      the command graph is accumulated.  On every present(), the value is
      taken as the number of nodes for the whole duration of the frame.
    - RunningHistogram: A histogram of last N values.  Input values are in
      the [0, 1] range and they are ranked to N buckets for histogram
      calculation.  VulkanSecondaryCommandBufferPoolWaste is an overlay
      widget of this type.  On vkQueueSubmit, the memory waste from command
      buffer pool allocations is recorded in the histogram.
    
    Overlay font is placed in libANGLE/overlay/ which gen_overlay_fonts.py
    processes to create an array of bits, which is processed at runtime to
    create the actual font image (an image with 3 layers).
    
    The overlay widget layout is defined in overlay_widgets.json which
    gen_overlay_widgets.py processes to generate an array of widgetss, each
    of its respective type, and sets their properties, such as color and
    bounding box.  The json file allows widgets to align against other
    widgets as well as against the framebuffer edges.
    
    Two compute shaders are implemented to efficiently render the UI:
    
    - OverlayCull: This shader creates a bitset of Text and Graph widgets
      whose bounding boxes intersect a corresponding subgroup processed by
      OverlayDraw.  This is done only when the enabled overlay widgets are
      changed (a feature that is not yet implemented) or the surface is
      resized.
    - OverlayDraw: Using the bitsets generated by OverlayCull, values that
      are uniform for each workgroup (set to be equal to hardware subgroup
      size), this shader loops over enabled widgets that can possibly
      intersect the pixel being processed and renders and blends in texts
      and graphs.  This is done once per frame on present().
    
    Currently, to enable overlay widgets an environment variable is used.
    For example:
    
        $ export ANGLE_OVERLAY=FPS:VulkanSecondaryCommandBufferPoolWaste
        $ ./hello_triangle --use-angle=vulkan
    
    Possible future work:
    
    - On Android, add settings in developer options and enable widgets based
      on those.
    - Spawn a small server in ANGLE and write an application that sends
      enable/disable commands remotely.
    - Implement overlay for other backends.
    
    Bug: angleproject:3757
    Change-Id: If9c6974d1935c18f460ec569e79b41188bd7afcc
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1729440
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Jamie Madill <jmadill@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 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 complete
    OpenGL ES 3.0 complete complete complete in progress
    OpenGL ES 3.1 in progress complete complete not started
    OpenGL ES 3.2 planned planned planned

    Platform support via backing renderers

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