Vulkan: Optimize sync followed by swap

Previously, inserting a sync object immediately caused a submission.
That was done in
https://chromium-review.googlesource.com/c/angle/angle/+/3200274 to be
able to wait until the sync object is signaled without having to wait
for whatever is recorded after it until a flush naturally happens.

Some applications issue a glFenceSync right before eglSwapBuffers.  The
submission incurred by glFenceSync disallowed the optimizations that
eglSwapBuffers would have done, leading to performance degradations.
This could have been avoided if glFenceSync was issued right after
eglSwapBuffers, but that's not the case with a number of applications.

In this change, when a fence is inserted:

- For EGL sync objects, a submission is issued regardless
- For GL sync objects, a submission is issued if there is no render pass
  open
- For GL sync objects, the submission is deferred if there is an open
  render pass.  This is done by marking the render pass closed, and
  flagging the context as having a deferred flash.

If the context that issued the fence sync issues another draw call, the
render pass is naturally closed and the submission is performed.

If the context that issued the fence sync causes a submission, it would
have a chance to modify the render pass before doing so.  For example,
it could apply swapchain optimizations before swapping, or add a resolve
attachment for blit.

If the context that issued the fence sync doesn't cause a submission
before another context tries to access it (get status, wait, etc), the
other context will flush its render pass and cause a submission on its
behalf.  This is possible because the deferral of submission is done
only for GL sync objects, and those are only accessible by other
contexts in the same share group.

Bug: angleproject:7379
Change-Id: I3dd1c1bfd575206d730dd9ee2e33ba2254318521
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3695520
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
13 files changed
tree: 01a3c332458c17c9575a6d53fe2ec377e018d346
  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 3.0completecompletecompletecompletein progress
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSin progress
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