Capture/Replay: Add textures to resource tracking

This CL:
- Shifts resource reset tracking to be stored in an array of structs
indexed by type. This helps curb the complexity of adding more
resource types.
- Moves buffer and program tracking to the new layout.
- Adds textures to the resource tracker, using new layout.

Note that only aspects common to all ResourceIDTypes have been moved
to the new layout. Unique pieces of data, like buffer mapping state
and GLSync handling, remain in resource tracker alone.

Since texture setup is quite involved, this CL takes the approach of
having each call applied to two call chains at the same time;
SetupReplay calls and ResetReplay calls.

ResetReplay ends up with a sequence similar to buffers:

    ...
    const GLuint deleteTextures[] = {
        gTextureMap[1], gTextureMap[2], ...  gTextureMap[n]};
    glDeleteTextures(<count>, deleteTextures);
    ...
    glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
    UpdateTextureID(1, 0);
    glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
    UpdateTextureID(2, 0);
    glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
    UpdateTextureID(3, 0);
    ...
    glBindTexture(GL_TEXTURE_2D, gTextureMap[1]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, 33071);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 33071);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 33071);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, 519);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
    glTexImage2D(GL_TEXTURE_2D, 0, 6406, 512, 512, 0, GL_ALPHA, GL_UNSIGNED_BYTE,
        reinterpret_cast<const GLubyte *>(&gBinaryData[183263280]));
    glBindTexture(GL_TEXTURE_2D, gTextureMap[2]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9987);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, 519);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
    glTexStorage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_SRGB8_ETC2, 64, 64);
    ...

Test: PUBG Mobile MEC
Bug: b/180418573
Bug: angleproject:6087
Change-Id: I9f8e151c12aec5b2b7af376b8e0ff644ff9c61c4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3016114
Commit-Queue: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
3 files changed
tree: 8d1a5909ce7faffd7b56dba8faf7d07b0c9587d0
  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
iOSplanned
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 1.4 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.

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