Vulkan: Move mWriteDescriptors out of DescriptorSetDescBuilder

DescriptorSetDescBuilder has two data structures: mWriteDescriptors,
which keeps track of "layout" of descriptorSet, and mDescriptorInfos,
which is the actual cache key for descriptorSet. mDescriptorInfos will
be updated every time buffer or image changes. But mWriteDescriptors is
immutable with buffer/image, it is static per program executable (with
exception of InputAttachment). Right now whenever there is a buffer or
image change, we call into DescriptorSetDescBuilder and update both
mWriteDescriptors and mDescriptorInfos. This CL moves mWriteDescriptors
out of DescriptorSetDescBuilder, and stores it in ProgramExecutableVk.
To deal with InputAttachment variation, ContextVk makes a copy of
mWriteDescriptors when program is bound, and then update inputAttachment
with framebuffer information. This not only removes unnecessary update
of mWriteDescriptors, but also removes the requirement that
mShaderBuffersDescriptorDesc has to reset and rebuild as a whole
(because mWriteDescriptors keeps mCurrentInfoIndex which gets
incremented as we build). This allows us to do further optimization in
future to do piece meal update of mDescriptorInfos with only the changed
data.

Bug: b/282194402
Change-Id: I443c7c3b85b7a2e2e93c68d40ea102533c43f76a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4540280
Reviewed-by: Roman Lavrov <romanl@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
8 files changed
tree: 6996f07002fde0b4783c9ebb5b7beab89ceca06f
  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 3.0completecompletecompletecompletecomplete
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

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.

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete
iOScomplete
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