Vulkan: Workaround vertex attributes vs stride issue on AMD

Under robustBufferAccess, Vulkan states that:

Vertex input attributes are considered out of bounds if the offset of
the attribute in the bound vertex buffer range plus the size of the
attribute is greater than either:

- vertexBufferRangeSize, if bindingStride == 0; or
- (vertexBufferRangeSize - (vertexBufferRangeSize % bindingStride))

The latter implies that if the buffer size is not a multiple of the
vertex attribute stride, what lies beyond the last multiple of stride is
considered out of bounds.

It also says:

Out-of-bounds buffer loads will return any of the following values:

- Values from anywhere within the memory range(s) bound to the buffer
  (possibly including bytes of memory past the end of the buffer, up to
  the end of the bound range).
- Zero values, or (0,0,0,x) vectors for vector reads where x is a valid
  value represented in the type of the vector components and may be any
  of ...

The first bullet point indicates that the driver is allowed to load the
attribute values from the buffer if its range still lies within the
buffer size.

Take the following example:

- Buffer size = 12
- Attribute stride = 8
- Attribute offset = 0
- Attribute size = 4

Basically the buffer is thus laid out as follows:

          attr stride
      _________/\_________
     /                    \
    +----------+----------+----------+
    | vertex 0 | padding  | vertex 1 |
    +----------+----------+----------+
     \___ ____/
         V
     attr size

In the above example, the attribute for vertex 1 is considered out of
bounds, but the driver is allowed to either read it correctly, or return
(0, 0, 0, 1) for it.

Most drivers implement the former, while AMD implements the latter.
This change introduces a workaround for AMD where
GL_MAX_VERTEX_ATTRIB_STRIDE is limited to 2048 (the common value for it
according to gpuinfo.org) and conservatively rounds up every buffer
allocation to that size.

While technically, this workaround should be applied on any device with
the robustBufferAccess feature enabled, it is currently limited to AMD
to avoid the inefficiency.  A possible future revision of Vulkan may
relax the above restrictions.

Bug: angleproject:2848
Change-Id: Ida5ae5d777da10f22ce8be5a09a7644b5bbd778e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1991709
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
7 files changed
tree: 698e1a57b2828266d61031132288455b2199e85d
  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. .yapfignore
  20. additional_readme_paths.json
  21. AUTHORS
  22. BUILD.gn
  23. codereview.settings
  24. CONTRIBUTORS
  25. DEPS
  26. dotfile_settings.gni
  27. LICENSE
  28. OWNERS
  29. PRESUBMIT.py
  30. README.chromium
  31. README.md
  32. 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 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.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletein progress
OpenGL ES 3.0completecompletecompletein progress
OpenGL ES 3.1in progresscompletecompletein progress
OpenGL ES 3.2plannedplannedplanned

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSplanned
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiain 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.

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