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  • Hash : e79ed0dc
    Author : Gregg Tavares
    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>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    Github

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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 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 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:

    • 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 1.5 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.

    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