commit | 2c35135180285c722687620d9d7caa4e2bba6a03 | [log] [tgz] |
---|---|---|
author | Shahbaz Youssefi <syoussefi@chromium.org> | Mon Aug 08 02:31:40 2022 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Wed Aug 10 02:05:15 2022 |
tree | 3dcadbd0260241849dac5e64fec2b692d039a57a | |
parent | 1bb3685d0cace106d761a15682afda13b2458785 [diff] |
Vulkan: Don't break render pass on read-only buffer updates When uploading to a buffer that is in use by the GPU, we either acquire a new buffer and copy the contents over, or stage the update and do a GPU copy. Ignoring all other conditions, this decision was made based on whether a small or large part of the buffer is being updated; small updates where staged. However, if the current render pass uses the buffer in read-only mode, the staged update would break it (to apply the update). In this change, this situation is detected and the acquire-and-update path is chosen even for small updates. Bug: angleproject:7534 Change-Id: Ie2c0989449dcc7d03695a003cf6f353920f8fb65 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3812566 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: 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.
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.
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File bugs in the issue tracker (preferably with an isolated test-case).
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Go through ANGLE's orientation and sift through starter projects. If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the “owner” of the bug. This avoids having multiple people accidentally working on the same issue.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the initial ANGLE implementation details in the OpenGL Insights chapter on ANGLE (this is not the most up-to-date ANGLE implementation details, it is listed here for historical reference only) 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.
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If you use ANGLE in your own project, we'd love to hear about it!