Fuchsia: Limit number of concurrent presents in ScenicWindow The test suite occasionally runs into the following error: [02036.794449][326733][326738][klog] INFO: [ERROR:src/ui/scenic/lib/scenic/session.cc(412)] Scenic session error (session_id: 1): Present2() called with no more present calls allowed. Terminating session. This is actually a problem with the test harness as resetting the window triggers a present with no fences and no OnFramePresentedCallback which means there is no way to know if we will exceed the limit. Add an OnFramePresentedCallback and count presents to stay under the limit. This blocks if there's more than 2 in flight presents. A dedicated async loop is used to avoid re-entering other code while waiting to present (there is no such case in the ANGLE test suite currently, but better safe than sorry). Typically if we run the whole suite there will be a failure in the middle, but re-trying the test that failed won't repro the issue. Add a test that reliably exhausts the limit by calling resetNativeWindow() in a loop. Bug: angleproject:4360 Change-Id: I24eb01fd72fc0be57c36e49b5875023a80d6ab91 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2027934 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
|---|---|---|---|---|---|---|
| OpenGL ES 2.0 | complete | complete | complete | complete | complete | in progress |
| OpenGL ES 3.0 | complete | complete | complete | in progress | ||
| OpenGL ES 3.1 | in progress | complete | complete | in progress | ||
| OpenGL ES 3.2 | planned | planned | planned |
| 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 | planned | |||||
| Chrome OS | complete | planned | ||||
| Android | complete | complete | ||||
| Fuchsia | in 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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
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