Fix the retrace issue for VMA image suballocation

After adding the VMA image suballocation feature, VVL errors were seen
when using the retracing script for some traces, causing failure. After
analysis, it was seen that the functionality of the allocation differs
from the original method when it comes to non-zero memory allocation.

* In allocateAndBindMemory(), the memory property flags from the
  allocated memory are returned to be used for non-zero memory feature
  usage.

* Added mapMemoryAndInitWithNonZeroValue() to ImageMemorySuballocator,
  which is used when allocateNonZeroMemory is enabled and the allocated
  memory is host-visible.

* Merged the following into ImageHelper::initializeNonZeroMemory():
  * mapMemoryAndInitWithNonZeroValue()
  * InitMappableDeviceMemory(); used when VMA image suballocation is
    disabled.

* Moved onMemoryAlloc() inside allocateAndBindMemory().

Test: retrace_restricted_traces.py
Bug: b/277618656
Bug: angleproject:8058
Change-Id: If411a073e900c1c034d40a99e3fffefe30c82548
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4391403
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
6 files changed
tree: 382147e07ab30aa29b3c48087f297f5c884dc41f
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .gitattributes
  16. .gitignore
  17. .gn
  18. .style.yapf
  19. .vpython
  20. .vpython3
  21. .yapfignore
  22. additional_readme_paths.json
  23. Android.mk
  24. AUTHORS
  25. BUILD.gn
  26. codereview.settings
  27. CONTRIBUTORS
  28. DEPS
  29. DIR_METADATA
  30. dotfile_settings.gni
  31. LICENSE
  32. OWNERS
  33. PRESUBMIT.py
  34. README.chromium
  35. README.md
  36. WATCHLISTS
README.md

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, 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.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletecomplete
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin 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.

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete
iOScomplete
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiacomplete

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:

  • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
  • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
  • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

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.

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions.

Contributing