Make link job directly wait on compile job

Previously, program link waited on the compile job on the calling thread
before launching the link job.  As a result, sequences of intermixed
compile and link would get largely serialized as such:

Main Thread       Thread 1       Thread 2       Thread 3       Thread 4
 Compile -------> Compile
 Compile -----------|----------> Compile
 Link               |              |
   Wait             |              |
   |                |              |
   |<--------------/--------------/
   \------------------------------------------> Link
 Compile -------> Compile                        |
 Compile -----------|----------> Compile         |
 Link               |              |             |
   Wait             |              |             |
   |                |              |             |
   |<--------------/--------------/              |
   \---------------------------------------------|-----------> Link
 Compile -------> Compile                        |              |
 Compile -----------|----------> Compile         |              |
 Link               |              |             |              |
   Wait             |              |             |              |
   |                |              |             |              |
   ...

With this change, the main thread no longer waits for compilation to
finish.  It's the link job itself that does the waiting.  This allows
the main thread to go through Compile and Link commands without
blocking, generating as many jobs as needed.  The above scenario
therefore becomes:

Main     T1     T2     T3     T4     T5     T6     T7     T8     T9
 C ----> C
 C ------|----> C
 L ------|------|----> L
 C ------|------|-------W---> C
 C ------|------|-------|-----|----> C
 L ------|------|-------|-----|------|----> L
 C ------|------|-------|-----|------|-------W---> C
 C ------|------|-------|-----|------|-------|-----|----> C
 L ------|------|-------|-----|------|-------|-----|------|----> L
 .        \-----\------>/     |      |       |     |      |       W
 .                     |       \-----\------>/     |      |       |
 .                     |                    |       \-----\------>/
 .                     |                    |                    |
 .                     |                    |                    |

This greatly improves the amount of parallelism compile and link jobs
get.

The careful observer may note that the link job being blocked on the
compile job is now wasting a thread from the thread pool.  While this
change is strictly an improvement, parallelism can be further improved
if the link job is just not assigned to a thread until the corresponding
compile jobs are finished.  This is currently not possible, but may be
if:

- Instead of a thread pool, the operating system's FIFO scheduler is
  used.  Then the operating system would automatically put blocking
  tasks to sleep and pick up another task.  This has the downside of
  requiring threads to be created for each task.
- The thread pool work scheduler is enhanced to be made aware of
  relationship between tasks and avoid scheduling jobs whose
  dependencies are not yet met.

Alternatively, the number of threads in the pool can be increased by 30%
and hope for the best.

Bug: angleproject:8297
Change-Id: If4e6540ade47558a10cfab55e2286f073b904928
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5006874
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
7 files changed
tree: 0a45ec8a5370fa6308710680d9b5bbab09e92958
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .gitattributes
  16. .gitignore
  17. .gitmodules
  18. .gn
  19. .style.yapf
  20. .vpython
  21. .vpython3
  22. .yapfignore
  23. additional_readme_paths.json
  24. Android.mk
  25. AUTHORS
  26. BUILD.gn
  27. codereview.settings
  28. CONTRIBUTORS
  29. DEPS
  30. DIR_METADATA
  31. dotfile_settings.gni
  32. LICENSE
  33. OWNERS
  34. PRESUBMIT.py
  35. README.chromium
  36. README.md
  37. WATCHLISTS
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 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletecomplete
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progresscomplete

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 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete [1]
iOScomplete [2]
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiacomplete

[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.

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