commit | 40f4de8fa1ff252fd57552a6a1d5cf4067f83883 | [log] [tgz] |
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author | Charlie Lao <cclao@google.com> | Fri Dec 15 18:17:32 2023 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Sat Dec 16 17:00:30 2023 |
tree | 7b749ae959e9338fead98fd1909d766905b1b161 | |
parent | a950f0057dbfc4a4924a0dcfa3970ec1e807c3fa [diff] |
Vulkan: Ensure we use cached memory for readPixels stagingBuffer Previous CL crrev.com/c/5112759 does not solve the performance issue for ChromeOS. The reason is that on more recent intel GPU, there is no hostVisibleCachedCoherent heap. When we allocate staging buffer, we specify CachedCoherent as the preferredFlags instead of requiredFlags. This means we still end up getting UncachedCoherent since VMA tries to respect coherent bits as first priority. This CL Changes CachedCoherent to CachedPreferCoherent, and made Cached as required bit, thus ensures the memory allocated is cached. Since coherent bit may not be honored, thus we have to call invalidate/flush (which underline implementation will check the bit and early out if no need). Somehow on ARM GPU using cachedNonCoherent staging buffer causing many test failures, even though we do call invalidate() after allocation, and tests pass on all other GPUs. It almost indicates ARM driver have a bug with invalidate() that it is not doing expected. But before I can be sure and fixed, I added feature bit to keep ARM the old behavior, which uses UnCached memory for readPixels which should suffer the performance as well. Bug: b/315836169 Bug: b/310701311 Change-Id: I1eec6105ce74275faa893b0206be8470f0cde72f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5122318 Commit-Queue: Charlie Lao <cclao@google.com> Auto-Submit: Charlie Lao <cclao@google.com> 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 | complete | |
OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
OpenGL ES 3.2 | in progress | in progress | complete |
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.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete | |
Linux | complete | complete | ||||
Mac OS X | complete | complete [1] | ||||
iOS | complete [2] | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | complete |
[1] Metal is supported on macOS 10.14+
[2] Metal is supported on iOS 12+
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.
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