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kc3-lang/angle

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  • Author : Tim Van Patten
    Date : 2020-09-29 14:15:51
    Hash : fcd35965
    Message : Vulkan: Make DescriptorPoolHelper a Resource Descriptor pools need to live as long as the descriptor sets that are allocated from them. Using Serials while building a command to judge a pool's lifetime is prone to errors, since a command's Serial value isn't known until the command is submitted, leading to deleting pools too early relative to when the descriptor set is actually used. This CL updates DescriptorPoolHelper to inherit from Resource, so the descriptor pools can be retain()'ed. This allows the Resource's counter to indicate that a pool is in use until the command's Serial is known and can be recorded to indicate when the command completes. This prevents descriptor pools from being destroyed before the command completes (while the descriptor sets are still in use), or even before the command has been submitted. Destroying a descriptor pool resets all of the descriptors that were allocated from it, which can trigger a variety of VVL errors depending on when it's erroneously performed. This CL also adds the necessary retain() calls for the descriptor pools. In particular, the pools need to be retained each time a cached descriptor set that was allocated from it is re-used. This is relatively simple with the current design, since we always clear the descriptor set caches whenever a new pool is allocated, so the descriptor pool binding is always accurate. Bug: angleproject:5030 Test: VulkanMultithreadingTest::MultiContextDrawSmallDescriptorPools() Change-Id: Iac9e7efef338f169a6bf8ac3b2140e03dd326641 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2504457 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>

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    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.

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    Users thodg git_deploy kc3_lang_org thodg_l thodg_m thodg_w www_kmx_io
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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 | in progress | | OpenGL ES 3.1 | | incomplete | complete | complete | complete | | | OpenGL ES 3.2 | | | in progress | in progress | in progress | |

    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 | | | in progress | | iOS | | | | | | planned | | Chrome OS | | | | complete | planned | | | Android | | | | complete | complete | | | GGP (Stadia) | | | | | complete | | | Fuchsia | | | | | in progress | |

    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 1.4 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, 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