commit | 85ca189542cdf9880d11edd2a4aca992a5782b91 | [log] [tgz] |
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author | Jamie Madill <jmadill@chromium.org> | Wed Jan 16 18:27:15 2019 |
committer | Commit Bot <commit-bot@chromium.org> | Fri Jan 18 03:21:40 2019 |
tree | aa37e6648681d9006caf96ea6bd08c8c08f3a76e | |
parent | 3159b2e52e0592aabc0cd6386a2536c5a74eec71 [diff] |
Vulkan: Store reference to context command buffer. This frees us from checking the FB every draw. Slightly reduces time spent in all draw methods. Improvement seen on the draw call overhead tests. Scores went from 28.17 ns/draw to 26.76 ns/draw on my machine. In a future improvement we could make this command buffer a dirty bit. Currently it's a bit slower to call a handler function due to the dispatch table. Likely we could optimize this by reverting back to a dirty bit switch and inlining the handler functions. That is left for future work. Vulkan is happy enough to run multiple RenderPasses and bind different Pipelines in the same command buffer. But ANGLE defers RenderPass init until we submit our work. Thus we can only support one RenderPass per secondary buffer. Test: angle_perftests DrawCall*/vulkan_null Bug: angleproject:3014 Change-Id: I89fd0d9e0822400a5c5a16acb5a9c400a0e71ab5 Reviewed-on: https://chromium-review.googlesource.com/c/1393905 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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 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
View the Dev setup instructions.
Join our Google group to keep up to date.
Join us on IRC in the #ANGLEproject channel on FreeNode.
File bugs in the issue tracker (preferably with an isolated test-case).
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Read ANGLE development documentation.
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Use ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
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Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this presentation.
Watch a short presentation on the Vulkan back-end.
If you use ANGLE in your own project, we'd love to hear about it!