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  • Hash : f1345d1c
    Author : Igor Nazarov
    Date : 2023-08-02T14:23:59

    Call ReleaseThread() entry point from ThreadCleanupCallback
    
    Change relevant only for the Android platform.
    
    Fixes problems:
    1. Current code calls `thread->setCurrent(nullptr)` in
       `Display::threadCleanup()` method, while not executing other code
       that will actually unmake Context from current. This will affect
       following EGL calls from the application's side in its own thread
       cleanup callback. For example, calls to `eglMakeCurrent()` (to unmake
       from current) or `eglReleaseThread()` will be no-op. This may lead to
       memory leak if context was previously marked for destruction.
    
    2. The `Display::threadCleanup()` did not also clears
       the `CurrentValidContext`. This may cause crashes or other UB if an
       application will call some GLES API in its thread termination
       callback (for example `glFinish()`), if ANGLE already destroyed the
       context in its ThreadCleanupCallback (use after delete).
    
    3. Context will remain current to a thread that terminated. Current
       implementation of GLES drivers on Mali/Adreno GPUs automatically
       unmade context from current, so the application may make this context
       current to some other thread. ANGLE should mimic this behavior to
       avoid possible bugs.
    
    All of the above problems may be fixed by simply calling from the
    ThreadCleanupCallback either:
    - MakeCurrent(t, d, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)
    - ReleaseThread(t)
    
    This CL choose to call `ReleaseThread()` because this is the API that
    the application may call in its own thread cleanup callback. And if
    application's callback will be called later than ANGLE's callback, then
    application's `eglReleaseThread()` call we be a no-op.
    
    Even if the application does not have its own thread cleanup callback
    (like most of the applications), there is no harm to call
    `ReleaseThread()` anyway. The only difference with `MakeCurrent()` is
    that it will also cleanup invalid objects and some other memory
    depending on the backend.
    
    This CL naturally replaces existing logic with Display termination when
    there is no active threads thanks to the previous CL:
        "Perform Display terminate(InternalCleanup) from makeCurrent()".
    
    Bug: angleproject:6723
    Bug: angleproject:8283
    Test: angle_end2end_tests --gtest_filter=EGLContextSharingTest.ThreadCleanupCallback*
    Test: angle_end2end_tests --gtest_filter=EGLContextSharingTest.UnmakeFromCurrentOnThreadExit*
    Change-Id: I8c5b31f34f91c4bfdac165ac30c213ff5fef992e
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4742383
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    

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    Description

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

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    kc3_lang_org www_kmx_io thodg_w 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 complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    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
    GGP (Stadia) 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)

    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