Hash :
f2f17bad
Author :
Date :
2022-08-31T17:40:22
Vulkan: Fix Framebuffer Fetch Test Failure If permanentlySwitchToFramebufferFetchMode is enabled, mIsInFramebufferFetchMode will remain true. If we switch from a non-framebuffer fetch program to a framebuffer fetch program, the condition if (mIsInFramebufferFetchMode != hasFramebufferFetch) doesn't hold, and we will miss setting the dirty bit in OnColorAccessChange, and miss updating the color attachment resourceAccess value. This causes test failure when running the test FramebufferFetchES31.DrawNonFetchDrawFetchInStorageBuffer_Coherent. The color attachment resourceAccess remains unused after the first draw call that uses a program which doesn't read/write from the framebuffer color attachment. The second draw call uses a program that needs to read from the framebuffer color attachment, however, since the color attachment access value is unused, it will use LoadOpNone, making the color attachment value not availble for the shader program to read from. This change fixes the failure by setting the bit dirty whenever the program uses framebuffer fetch mode, given the condition that feature permanetlySwitchToFramebufferFetchMode is enabled. Bug: angleproject:7583 Change-Id: I240381766d75f6e73ea9c20503b2344cc816cbc7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3864127 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuxin Hu <yuxinhu@google.com>
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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