Metal: fix IOSurface's render targets invalidated by max level change.

This CL fixes a bug in the following tricky situation:
- Client binds an IOSurface to a texture.
  - Previously this would internally intialize the texture's max level
  to the default value 1000.
- Client changes the texture's max level to 0.
- Client attachs the texture to FBO 1.
- Client binds FBO 1 and clear it.
  - This triggers TextureMtl::getAttachmentRenderTarget() that
  initializes the RenderTargetMtl of the texture.
- Client binds FBO 0 and sample the texture.
  - Previously this could trigger TextureMtl::onBaseMaxLevelsChanged()
  which would invalidate the texture's RenderTargetMtl.
- Client binds FBO 1.
- Client blits FBO 0 to FBO 1.
  - This will set  DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 in FBO 1.
- Client calls glFlush to restart render command encoder.
- Client issues a draw call.
  - DIRTY_BIT_COLOR_BUFFER_CONTENTS_0 would cause FrameBufferMtl to
  re-initialize RenderPassDesc from invalid RenderTargetMtl.
  - A new render encoder would be created from the invalid
  RenderPassDesc.
  - the draw call would be encoded to a render command encoder without
  any valid color attachment.

The fix in this CL is that when we bind an IOSurface to a texture, the
texture's max level will be automatically set to 0. This will avoid its
RenderTargetMtl from being invalidated if users explicitly change the
max level to 0 in future.

Note: this is not a foolproof fix for every scenario concerning the
base/max level in IOSurface bound/or immutable textures. We will fix
them in future CLs.

Bug: b/335353385
Change-Id: I3a2da6991764f22393178f40c1d7bbe60503cba4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5531388
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
2 files changed
tree: c856a85d1fe67da74a8198b9c48aa986e9232119
  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