Revert "Vulkan:Optimize SecondaryCommandBuffers"

This reverts commit 2219b18c984ed69251f3db3c7b5fd69a2fa68c77.

Reason for revert: Failing to compile on ASAN builders:

Currently blocking roll.

Original change's description:
> Vulkan:Optimize SecondaryCommandBuffers
> 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
> Change-Id: I35453cc2656bc8c51f0d84d1adef106900aca9a5
> Reviewed-on:
> Commit-Queue: Tobin Ehlis <>
> Reviewed-by: Jamie Madill <>,,

Change-Id: I1c0bfe864ff343eb8ea6c88556523f8715c981d5
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:3136
Reviewed-by: Jamie Madill <>
Commit-Queue: Jamie Madill <>
17 files changed
tree: e06b3672d2a2ea7c44ffdc6fc0f86b83fa820d76
  1. .clang-format
  2. .gitattributes
  3. .gitignore
  4. .gn
  8. DEPS
  10. OWNERS
  12. README.chromium
  15. additional_readme_paths.json
  16. android/
  17. build_overrides/
  18. codereview.settings
  19. doc/
  20. dotfile_settings.gni
  21. extensions/
  22. gni/
  23. include/
  24. infra/
  25. samples/
  26. scripts/
  27. src/
  28. third_party/
  29. tools/
  30. util/

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 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.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompletein progress
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompletein 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


View the Dev setup instructions.