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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: Vulkan Back-end

    ANGLE’s Vulkan back-end implementation lives in this folder.

    Vulkan is an explicit graphics API. It has a lot in common with other explicit APIs such as Microsoft’s D3D12 and Apple’s Metal. Compared to APIs like OpenGL or D3D11 explicit APIs can offer a number of significant benefits:

    • Lower API call CPU overhead.
    • A smaller API surface with more direct hardware control.
    • Better support for multi-core programming.
    • Vulkan in particular has open-source tooling and tests.

    Back-end Design

    The RendererVk class represents an EGLDisplay. RendererVk owns shared global resources like the VkDevice, VkQueue, the Vulkan format tables and internal Vulkan shaders. The ContextVk class implements the back-end of a front-end OpenGL Context. ContextVk processes state changes and handles action commands like glDrawArrays and glDrawElements.

    Command recording

    The back-end records commands into command buffers via the following ContextVk APIs:

    • beginNewRenderPass: Writes out (aka flushes) prior pending commands into a primary command buffer, then starts a new render pass. Returns a secondary command buffer inside a render pass instance.
    • getOutsideRenderPassCommandBuffer: May flush prior command buffers and close the render pass if necessary, in addition to issuing the appropriate barriers. Returns a secondary command buffer outside a render pass instance.
    • getStartedRenderPassCommands: Returns a reference to the currently open render pass’ commands buffer.

    The back-end (mostly) records Image and Buffer barriers through additional CommandBufferAccess APIs, the result of which is passed to getOutsideRenderPassCommandBuffer. Note that the barriers are not actually recorded until getOutsideRenderPassCommandBuffer is called:

    • onBufferTransferRead and onBufferComputeShaderRead accumulate VkBuffer read barriers.
    • onBufferTransferWrite and onBufferComputeShaderWrite accumulate VkBuffer write barriers.
    • onBuffferSelfCopy is a special case for VkBuffer self copies. It behaves the same as write.
    • onImageTransferRead and onImageComputerShadeRead accumulate VkImage read barriers.
    • onImageTransferWrite and onImageComputerShadeWrite accumulate VkImage write barriers.
    • onImageRenderPassRead and onImageRenderPassWrite accumulate VkImage barriers inside a started RenderPass.

    After the back-end records commands to the primary buffer and we flush (e.g. on swap) or when we call ContextVk::finishToSerial, ANGLE submits the primary command buffer to a VkQueue.

    See the code for more details.

    Simple command recording example

    In this example we’ll be recording a buffer copy command:

        // Ensure that ANGLE sets proper read and write barriers for the Buffers.
        vk::CommandBufferAccess access;
        access.onBufferTransferWrite(dstBuffer);
        access.onBufferTransferRead(srcBuffer);
    
        // Get a pointer to a secondary command buffer for command recording.
        vk::CommandBuffer *commandBuffer;
        ANGLE_TRY(contextVk->getOutsideRenderPassCommandBuffer(access, &commandBuffer));
    
        // Record the copy command into the secondary buffer. We're done!
        commandBuffer->copyBuffer(srcBuffer->getBuffer(), dstBuffer->getBuffer(), copyCount, copies);

    Additional Reading

    More implementation details can be found in the doc directory: