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  • Hash : f5986fbb
    Author : Charlie Lao
    Date : 2023-07-11T12:11:20

    Vulkan: Dont break RP if there is actual render feedback loop
    
    There is a bit terminology confusion here that will be fixed in next CL.
    If a depth attachment is read only, then there is no feedback loop, we
    should not call feedback loop for read only depth attachment. The real
    depth render feedback loop mode is formed when we write to depth and
    sample from depth at the same time. In this condition, the content is
    undefined per OpenGLES spec section 9.3.1
    (https://registry.khronos.org/OpenGL/specs/es/3.2/es_spec_3.2.pdf). The
    shouldSwitchToReadOnlyDepthStencilFeedbackLoopMode() implementation
    handles the usage case that the same render pass has depth write and
    then switch to read only. Under this usage there is no actual feedback
    loop, and we should still work properly by end current render pass and
    start a new render pass with read only depth attachment. This
    implementation also treating the actual feedback loop case exactly the
    same way by ending render pass first, even though this is undefined
    behavior.  gangstar_vegas has the exact this undefined behavior usage
    case, where it write and sample from depth buffer at the same draw call.
    Native driver is not ending the render pass but ANGLE currently does.
    This puts ANGLE into worse performance. Since this is undefined
    behavior, either way is correct. This CL checks if there is an actual
    feedback loop in the current render pass and if yes, we adopt the native
    driver's behavior that keep the current render pass going. This improves
    gangstar_vegas frame time from 4.365ms to 3.89ms, and interestingly,
    yield the same golden image.
    
    Bug: b/289436017
    Change-Id: Ifc04ecd8ad6455a88e8615bd5452b9cce88c6687
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4679361
    Reviewed-by: Yuxin Hu <yuxinhu@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Charlie Lao <cclao@google.com>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    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
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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
    iOS complete
    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:

    • 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