commit | 297687c6fb94eb9cfe44c37655490663040b5b9b | [log] [tgz] |
---|---|---|
author | Charlie Lao <cclao@google.com> | Fri May 19 00:27:54 2023 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Wed May 24 21:36:10 2023 |
tree | 4c6b14520530199b0fe0c5133445750e24bc7f7c | |
parent | 9445fbbe8f0231fd639e4df358016e7e43c2f04b [diff] |
Vulkan: Reduce CPU overhead for uniform buffer change One of the common usage pattern is change uniform buffers and draw. Right now every uniform buffer change goes into ShaderResource dirty code path that rebuilds entire ShaderResource cache key and descriptor set etc. This CL keeps SHaderResource dirty code path, and will be used when program changes or framebuffer changes. But uniform buffer change will go down its own code path that only update uniform buffer related state. This CL along with prior two CLs reduced asphalt_9 average frame time (with multi context hacked away) from 5.375 ms to 5.2594 ms (reduced 2.15%). Bug: b/282194402 Change-Id: Ibae2895663918ddc10bf13bc559f1483f94d2e11 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4528314 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Roman Lavrov <romanl@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, 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.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | complete | complete | complete |
OpenGL ES 3.0 | complete | complete | complete | complete | complete | |
OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
OpenGL ES 3.2 | in progress | in progress | in progress |
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.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete | |
Linux | complete | complete | ||||
Mac OS X | complete | complete | ||||
iOS | complete | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | complete |
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:
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.
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