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  • Hash : fa29f604
    Author : Charlie Lao
    Date : 2025-07-02T13:23:31

    Remove sharedContextLock from {Enable|Disable}VertexAttribArray
    
    VertexArray objects are per context objects. In theory they do not need
    to protected by shared context lock. The reason we are taking locks
    because all these functions end up accessing Buffer object which are
    shared. In prior CLs we have removed subject observer usage from
    VertexArray which means VertexArray no longer accessed from other
    thread. In prior CLs we also split VertexArray into two classes:
    VertexArrayPrivate which has no buffer, and VertexArray which is
    subclass from VertexArrayPrivate and owns buffer. In this CL,
    glEnableVertexAttribArray and glDisableVertexAttribArray calls no longer
    take shared context lock. ContextPrivateEnableVertexAttribArray and
    ContextPrivateDisableVertexAttribArray are called from these two APIs
    and they only have access to StatePrivate. State Private holds a
    VertexArrayPrivate pointer, which means they do not have anyway to
    access buffer objects. The main challenge I run into here is
    mCachedActiveClientAttribsMask, mCachedActiveBufferedAttribsMask,
    mCachedActiveDefaultAttribsMask, mCachedHasAnyEnabledClientAttrib,
    mCachedNonInstancedVertexElementLimit,
    mCachedInstancedVertexElementLimit. These StateCache variable needs to
    be updated when these two APIs are called, and calculating these
    variable needs access to buffer object. The solution here is adding a
    bool mIsCachedActiveAttribMasksValid in the PrivateStateCache so that
    instead of immediately update these mCached* variable, we just set
    mIsCachedActiveAttribMasksValid to false. Then whenever any of these
    mCached* variable is needed, we will check
    mIsCachedActiveAttribMasksValid and calculate these cached variables. It
    adds one if check when accessing these caches, but the other benefit is
    that we may have avoided duplicated calculation when multiple states
    changed.
    
    Bug: b/433331119
    Change-Id: I3227c72bc40501712db93fb3d540b835f07150b5
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4514436
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Charlie Lao <cclao@google.com>
    Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
    

  • Properties

  • 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
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg_l thodg
    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, 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 complete

    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 [1]
    iOS complete [2]
    Chrome OS complete planned
    Android complete complete
    Fuchsia complete

    [1] Metal is supported on macOS 10.14+

    [2] Metal is supported on iOS 12+

    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)
    • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

    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.

    OpenCL Implementation

    In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.

    This work/effort is currently work-in-progress/experimental.

    This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.

    Level of OpenCL support via backing renderers

    Vulkan OpenCL
    OpenCL 1.0 in progress in progress
    OpenCL 1.1 in progress in progress
    OpenCL 1.2 in progress in progress
    OpenCL 3.0 in progress in progress

    Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.

    The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).

    OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:

    • Vulkan : clspv
    • OpenCL : Compiler is part of the native driver

    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