Hash :
e79ed0dc
Author :
Date :
2022-03-25T17:15:30
Metal: Fix for not submitting command buffers in order First I added a check that CommandBuffers are committed in order as the design requires that they are. This showed several tests asserting including the angle end2end test, OcclusionQueriesNoSurfaceTestES3.SwitchingContextsWithQuery/ES3_Metal and also several others. The check is cheap and helps catch bugs so it seems prudent to have it. Unfortunately, AFAICT, there is no trival fix. The issue is ContextMtl::flushCommandBuffer commits the outstanding commandbuffers but then, if there is/was a query in progress, more work needs to be done. That work calls ContextMtl::getBlitCommandEncoder which calls ContextMtl::ensureCommandBufferReady which calls ProvokingVertexHelper::ensureCommandBufferReady which ends up making a new command buffer. That command buffer should be committed before switching to a new context but the code that would commit it has already executed. It's not at all clear to me how to refactor the code to do this correctly. The simplest solution is to call ContextMlt::flushCommandBuffer twice which I know is gross but at least it fixes the bug and optimizing and/or refactoring can be done separately. Bug: angleproject:7131 Change-Id: Idb11efb35f6ad2fd890a5db15d3791c07586bf34 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3553939 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Gregg Tavares <gman@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, 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.
| 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 |
| 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 | in progress | |||||
| 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:
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.
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