Vulkan: Fix robust init vs mips

When all staged updates in an image were flushed, a message was passed
from vk::ImageHelper to gl::Texture that led to the entire texture being
marked as initialized, which is not correct.

When the texture is accessed via a framebuffer, only the mip that is
attached to the framebuffer is cleared.  Once that clear is flushed, the
rest of the mips shouldn't be considered cleared.  Removing this message
also exposed a bug with robust init vs storage image writes, where the
texture was considered uninitialized despite the storage write.

This change simultaneously fixes a small bug with the duplicate-clear
optimization.  The levels that are stored in subresource updates are GL
levels.  The level stored in mCurrentSingleClearValue was mistakenly the
VK level, but later interpreted as GL level, causing a clear to an
unrelated level to be dropped if BASE level is not zero.

All fixes are needed for the test written for the first fix to pass, so
the fixes are squashed in one commit.

Bug: chromium:500161302
Change-Id: I0d3ab64a91b512a75dab0ed8339aed1bf9793aeb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/7779748
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
12 files changed
tree: 0cce05e2e40a9444c8f526b7c5ffa255d5422bcb
  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. .clang-format-ignore
  16. .git-blame-ignore-revs
  17. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. .rustfmt.toml
  22. .style.yapf
  23. .vpython3
  24. .yapfignore
  25. additional_readme_paths.json
  26. Android.mk
  27. AUTHORS
  28. BUILD.gn
  29. codereview.settings
  30. CONTRIBUTORS
  31. DEPS
  32. DIR_METADATA
  33. dotfile_settings.gni
  34. LICENSE
  35. OWNERS
  36. PRESUBMIT.py
  37. README.chromium
  38. README.md
  39. unsafe_buffers_paths.txt
  40. 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 3.1completecompletecomplete
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 ESVulkanMetalWebGPU
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete [1]
iOScomplete [2]
Chrome OScompleteplanned
Androidcompletecomplete
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.

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

VulkanOpenCL
OpenCL 1.0in progressin progress
OpenCL 1.1in progressin progress
OpenCL 1.2in progressin progress
OpenCL 3.0in progressin 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