commit | c80c7ae3fb274e61373ae9cd8081e8e0723c6cde | [log] [tgz] |
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author | Cody Northrop <cnorthrop@google.com> | Thu Feb 24 10:43:15 2022 -0700 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Tue Mar 01 00:03:37 2022 +0000 |
tree | 5f11ec3557546cd5c5de0c57617ee3185c37af8e | |
parent | cfe5a1735a934cc83133bb6c69d19aa27278a270 [diff] |
Capture/Replay: Merge Deletes in Reset Before this CL, when regenning resources, we would iterate through each resource ID and issue a delete followed by a gen. The delete is required to get resources back to their original state, often caused by applications recreating them during the run. This ran into problems when our resource maps had stale data in them, i.e. a texture that had been deleted by the app but remained in our gTextureMap. We could inadvertently delete a resource we had just genned. For example, in ResetReplay(), say we have two textures to delete: // gTextureMap[1] start with 5 const GLuint glDeleteTextures_texturesPacked_1[] = { gTextureMap[1] }; glDeleteTextures(1, glDeleteTextures_texturesPacked_1); // We just deleted texture 5, now create a new one glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer)); // The driver returned 15, which was unused at this time UpdateTextureID(1, 0); // gTextureMap[1] now contains 15 ... // gTextureMap[2] happens to start with 15, which was in use in // the trace, but was deleted and is no longer in use. The // deleted value is not cleared from gTextureMap (which is // another possible way to solve this). const GLuint glDeleteTextures_texturesPacked_2[] = { gTextureMap[2] }; glDeleteTextures(1, glDeleteTextures_texturesPacked_2); // Whoops! We just deleted our brand new texture 15, even though // it no longer maps to the original texture. glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer)); UpdateTextureID(2, 0); // Now gTextureMap[2] contains whatever came back from the driver ... // The first use of gTextureMap[1] will fail on loop because // texture 15 no longer exists! To avoid this problem we delete all resources up front before genning any new ones. const GLuint deleteTextures[] = {gTextureMap[1], gTextureMap[2]}; glDeleteTextures(2, deleteTextures); // Now we no longer have any deletes in the create sequence glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer)); UpdateTextureID(1, 0); glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer)); UpdateTextureID(2, 0); This is applied to all the resources we regen right now. This CL: * Merges the deletion of new resources (that didn't exist when the trace starts) with resources that are being regenned. That means there is just one big delete. * Removes Delete from the call sequences we track for each resource since we no longer need to keep them around. * Adds a formatting helper to avoid code duplication. Test: Blade&Soul Revolution MEC (UE4) Bug: angleproject:4599 Bug: angleproject:7053 Change-Id: Ida3b7e1ad5d94c5e9860447d5cf959278f37ad47 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3492849 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Gert Wollny <gert.wollny@collabora.com> Commit-Queue: Cody Northrop <cnorthrop@google.com>
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 1.4 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, 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
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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.
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