commit | 55e2b6daba9d6b10cb2ff97afcf08cece0a43754 | [log] [tgz] |
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author | Shahbaz Youssefi <syoussefi@chromium.org> | Fri Feb 17 04:16:46 2023 |
committer | Shahbaz Youssefi <syoussefi@chromium.org> | Mon Mar 20 13:36:00 2023 |
tree | 8fdf3c462667ab50e825bb24a0e60a6ff0dcc6b2 | |
parent | ceec659ac60b0c8ee9d9c602ca1a878ec1d3a88f [diff] |
[M108-LTS] Vulkan: Don't close render pass if rebind to same fbo M108 merge issues: src/libANGLE/renderer/vulkan/ContextVk.cpp: - hasActiveRenderPass named hasStartedRenderPass in 108 - getLastRenderPassQueueSerial named getLastRenderPassSerial in 108 In the Vulkan backend, the render pass can occasionally (and transiently) be in a state of "open but inactive". This is when the render pass is closed, but has the potential for future modifications (for example to add a resolve attachment). Under many circumstances, it is expected that an open render pass cannot be in such a state. This assumption can be broken in this scenario: - Open render pass, draw, etc - Change framebuffer binding - Change framebuffer binding back to original - Masked Clear When ContextVk is synced before clear, it sees that the framebuffer binding is changed (though it hasn't really), and it closes the render passes and sets the render pass dirty bit. If a draw were to follow, a new render pass would have started (unnecessarily). However, in the case of a masked clear, UtilsVk notices that the render pass is started, assumes it must be active, and continues recording to it. While the operation itself succeeds, the assumption that the render pass is active is false (and fails assertion). This change makes sure that framebuffer binding change is no-oped if the framebuffer is the same one that has opened the current render pass. If any application does unnecessary binding changes and back, it will be optimized by this change as well. Bug: chromium:1411210 Change-Id: I37a3a9f2eaa1a81a1b3393840b9458ec71a87377 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4261215 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> (cherry picked from commit 05e62f39412e8c6bfc98582f5e7a49041991c97b) Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4303738 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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 | in progress | |
OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
OpenGL ES 3.2 | in progress | in progress | in progress |
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete | |
Linux | complete | complete | ||||
Mac OS X | complete | in progress | ||||
iOS | in progress | |||||
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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