commit | 27c89d2b5c567dbe74cb854e77c45bd15bcdcde8 | [log] [tgz] |
---|---|---|
author | Shahbaz Youssefi <syoussefi@chromium.org> | Mon Nov 25 15:22:01 2019 |
committer | Commit Bot <commit-bot@chromium.org> | Sat Dec 07 05:32:04 2019 |
tree | b9b3b50aecd36d9c3dddbbed6fd2cee482064470 | |
parent | 36ab960e885da6e9b6660d5edc3ac7c51d026b03 [diff] |
Vulkan: fix BufferVk::map() synchronization 4398b2b6a2ac13034dff249d8c049c4047b5fed2 made finishToSerial() in BufferVk::map() conditional to whether the serial is in use to work around a performance regression. Notes: - Prior to 087f1384f233792921d34c0ca5b5a90fac75b070, finishToSerial already did that, but that check was inadvertently removed. - finishToSerial waits for the smallest serial that's bigger than or equal to the requested serial. - The flush() call in BufferVk::map() was conditional to whether the serial is in use, but it really meant to check whether the buffer has pending commands in the graph. The end result is that there was an unnecessary flush in BufferVk::map() if we had to wait for a previous serial to finish. This change makes the flush conditional to whether the buffer has pending commands in the graph, and the finishToSerial call to whether the serial is not yet finished. Bug: angleproject:3994 Change-Id: Idca436ef2439bcc8c59396a07b2591c1dfadd669 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1932341 Reviewed-by: Brandon Schade <b.schade@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> 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 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 | Metal | |
---|---|---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | complete | complete | in progress |
OpenGL ES 3.0 | complete | complete | complete | in progress | ||
OpenGL ES 3.1 | in progress | complete | complete | in progress | ||
OpenGL ES 3.2 | planned | planned | planned |
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 | planned | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
Fuchsia | 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.
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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.
Get help on debugging ANGLE.
Go through ANGLE's orientation and sift through starter projects.
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.
Track the dEQP test conformance
Read design docs on the Vulkan back-end
If you use ANGLE in your own project, we'd love to hear about it!