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  • Hash : 1f5eb6b8
    Author : Ian Elliott
    Date : 2021-11-17T16:42:20

    Avoid Android vkEnumerateDeviceExtensionProperties() bug
    
    This works around a race-condition during Android start-up, when ANGLE
    is used as the default GLES driver and when render engine (RE) is
    using SkiaGL (which uses ANGLE, which uses Vulkan).  The race
    condition occassionally results in different numbers of extensions
    between ANGLE's first and second calls to
    vkEnumerateDeviceExtensionProperties().  In that case, the second call
    would return VK_INCOMPLETE instead of VK_SUCCESS.  That caused ANGLE
    to fail to initialize, causing RE to fail to initialize.
    
    This change works around this problem by increasing the number of
    extensions asked for in the second call to
    vkEnumerateDeviceExtensionProperties().
    
    Background: Surface Flinger uses Hardware Composer (HWC) for
    hardware-based composition (e.g. using overlays), and RE for GPU
    composition (e.g. rendering to combine multiple app and system windows
    together).  SF, RE, and HWC all start about the same time.  HWC sets a
    property if it can support display timing.  This gets passed through
    SF to RE's Vulkan loader.  The Vulkan loader uses that property to
    determine whether to enable the VK_GOOGLE_display_timing extension.
    
    The Vulkan loader used to make a synchronous call to SF in
    vkEnumerateDeviceExtensionProperties() in order to get this property.
    That took some number of milliseconds to complete and affected the
    start-up time of every Vulkan/ANGLE app.  To eliminate that
    performance problem, the property now propogates in an asynchronous
    manner.  At that time, it was thought that RE would always get the
    property in time.  However, a partner's experience is that
    VK_INCOMPLETE is happening 0.5% of the time.
    
    ANGLE doesn't need to use the VK_GOOGLE_display_timing extension.
    This is because the Android EGL loader provides the related
    EGL_ANDROID_get_frame_timestamps extension.  The issue that ANGLE is
    working around is that it shouldn't fail to initialize in this
    situation.
    
    Bug: angleproject:6715
    Bug: b/206733351
    Change-Id: I4eb2197cdcc9692518b1bf5984d06fc8a1a7d145
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3290506
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Commit-Queue: Ian Elliott <ianelliott@google.com>
    

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    Description

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

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  • README.md

  • ANGLE back-ends

    This folder contains shared back-end-specific implementation files. The classes and types in renderer are not specified by GLES. They instead are common to all the various ANGLE implementations.

    See renderer_utils.h for various cross back-end utilties.

    ANGLE Formats

    The ANGLE format class, angle::Format, works as a union between GLES and all the various back-end formats. It can represent any type of format in ANGLE. e.g. Formats in Vulkan that don’t exist in GLES, or DXGI formats that don’t exist in GLES, or Windows/Android surface configs that don’t exist anywhere else.

    The glInternalFormat member of angle::Format represents the “closest” GL format for an ANGLE format. For formats that don’t exist in GLES this will not be exactly what the format represents.

    The back-ends also define their own format tables. See the Vulkan Format table docs and the [D3D11 format table docs][D23D11FormatDocs].

    DXGI Format Info

    DXGI formats are used in both the GL and D3D11 back-end. Therefore the generated info table lives in this common shared location.

    The DXGI info table is generated by gen_dxgi_format_table.py and sources data from dxgi_format_data.json. The main purpose of the table is to convert from a DXGI format to an ANGLE format, where the ANGLE format should have all the necessary information.