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  • Hash : f3acb8c1
    Author : Jamie Madill
    Date : 2018-11-14T16:24:25

    Retool perf test running.
    
    This change does a few things involving the way we run the perf tests:
    
    - Perf test runner can capture different metrics
    
    Useful for capturing the new "nanoSecPerIteration" metric.
    
    - Removes the "score" metric
    
    We'll move to the new time-based metrics. These new metrics are scaled
    correctly with iteration counts.
    
    - Runs three trials per perf test
    
    This gives more measurements per test. Each trial is approximately one
    second. First the perf tests set a fixed number of iterations after
    calibrating the number of steps that we can run in one second. After
    that the three trials are run. This should give more stable results.
    
    - Apply more CPU stabilization on Windows
    
    Use SetPriorityClass to apply more CPU priority. Also upgrade
    SetThreadPriority to the highest level.
    
    - Always build the Vulkan command buffer test
    
    This catches build regressions more easily. We still skip the test on
    non-Android platforms.
    
    Bug: angleproject:2923
    Change-Id: I7da234c5af07775ba4a232bb8d65e0138ee7073f
    Reviewed-on: https://chromium-review.googlesource.com/c/1330262
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Yuly Novikov <ynovikov@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
    Public access ? public
    Description

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

    Homepage

    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    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 in progress
    OpenGL ES 3.0 complete complete in progress not started
    OpenGL ES 3.1 not started in progress in progress not started

    Platform support via backing renderers

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