Re-re-land "D3D11: Implement dirty bits for VertexArray11.""

Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.

This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.

Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.

Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.

This give about a 23% performance improvement on the draw call
benchmark on my machine.

Re-land with a fix for the start vertex offset.

Re-re-land with a fix for using XFB with deleted buffers.

BUG=angleproject:1327

Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158
Reviewed-on: https://chromium-review.googlesource.com/338003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
35 files changed
tree: c9db70ed58877e0473cb7050d9d6b3d339919340
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. infra/
  6. samples/
  7. scripts/
  8. src/
  9. util/
  10. .clang-format
  11. .gitattributes
  12. .gitignore
  13. angle.isolate
  14. angle_on_all_platforms.isolate
  15. AUTHORS
  16. BUILD.gn
  17. codereview.settings
  18. CONTRIBUTORS
  19. DEPS
  20. LICENSE
  21. README.chromium
  22. README.md
README.md

#ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9Direct3D 11Desktop GLGL ES
OpenGL ES 2.0completecompletecompleteplanned
OpenGL ES 3.0nearing completionnearing completionplanned
[Level of OpenGL ES support via backing renderers]
Direct3D 9Direct3D 11Desktop GL
Windows***
Linux*
Mac OS Xin progress
[Platform support via backing renderers]

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Browsing Browse ANGLE's source in the repository

##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

##Contributing