commit | a8ff88143af676ac493e0df7d1a81997066c1cd0 | [log] [tgz] |
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author | Tobin Ehlis <tobine@google.com> | Tue Mar 05 14:06:32 2019 |
committer | Commit Bot <commit-bot@chromium.org> | Fri Mar 22 18:54:30 2019 |
tree | 68a1ed930deaf32daa9d8fda3edda4286dc1fd10 | |
parent | 896e7811184e90d6d0db8de9457c2e116f2a8e10 [diff] |
Vulkan:Optimize SecondaryCommandBuffers RELAND of this commit. Had to fix fuzzer build errors. Optimize performance of SecondaryCommandBuffers and enable them as the default build option. To disable this set angle_enable_custom_vulkan_cmd_buffers=false in your build args. This CL enhances the PoolAllocator to have a "fast" mode that can be enabled at class creation. This mode uses an alignment of 1 byte and enables a fastAllocation() call that avoids some bookkeeping overhead. The SecondaryCommandBuffer uses this fastAllocation() function. Furthermore the fast path of fast allocate, using the current page, is inlined for maximum speed. Jamie Madill also updated the SecondaryCommandBuffers to pre-allocate blocks so that the commands occur linearly in memory. This speeds up processing with improved cache coherency and minimizes overhead when recording commands. Also the core Draw functions and their state updates are all inlined as well as the common functions to initialize commands and to copy command pointer data. This change also includes some new, custom commands. One is imageBarrier that is a specialized version of pipelineBarrier that only performs a single image layout transition. There are customized versions of various Draw commands to minimize copying of parameters. There are also specialized commands to bind[Graphics|Compute]Pipeline that have the pipeline type built in to the command. More custom commands and command data size optimizations will be made in follow-on commits. Bug: angleproject:3136 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1497418 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Change-Id: I621d8f8893308fca240b32390928e8ba0036cf06 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1535385 Reviewed-by: Tobin Ehlis <tobine@google.com>
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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
---|---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | complete | in progress |
OpenGL ES 3.0 | complete | complete | in progress | not started | |
OpenGL ES 3.1 | not started | in progress | in progress | not started |
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
---|---|---|---|---|---|
Windows | complete | complete | complete | complete | in progress |
Linux | complete | in progress | |||
Mac OS X | in progress | ||||
Chrome OS | complete | planned | |||
Android | complete | in progress |
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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
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Read about WebGL on the Khronos WebGL Wiki.
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