A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Tim Van Patten 54e99d36b7 Vulkan: Cleanup garbage when destroying EGL images
SurfaceFlinger will optimistically create EGL images just in case it
does need them in the future, since creating them can be slow and
waiting until they're necessary can cause jank on 90hz+ devices.
However, since the images are never actually used, ANGLE's garbage is
never cleaned up so vkDestroyImage() and the memory is never freed. This
can lead to exhausting the device's memory when many EGL images are
allocated. For example, when running the CTS test
CtsBiometricsTestCases.

This CL adds a call to always cleanup the renderer's garbage when an EGL
image is destroyed via eglDestroyImageKHR(), since we can't know if a
draw will ever be performed in the future (which would normally cleanup
the garbage).

Bug: b/184388756
Test: atest CtsBiometricsTestCases
Change-Id: I104c05c7be44f1e57123ac7eed23effaa982837a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2848131
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jason Macnak <natsu@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
2021-04-29 19:57:05 +00:00
android Android: Enable APK build. 2021-04-21 19:06:51 +00:00
build_overrides Add standalone Android build. 2021-04-20 15:24:42 +00:00
doc D3D11: update docs (remove SSBO limitation). 2021-04-26 22:28:12 +00:00
extensions Reland: Metal: Support importing external metal textures 2021-04-16 03:31:26 +00:00
gni Add stubs for CL platform layer back ends 2021-04-27 18:43:49 +00:00
include GL: Flush after framebuffer change on Mac 9th gen Intel GPUs 2021-04-29 18:01:07 +00:00
infra Disable OpenCL support for Windows UWP CI builds 2021-04-29 17:04:15 +00:00
samples Perf Tests: Trigger test failure on API errors. 2021-04-07 17:13:52 +00:00
scripts Vulkan: Related fixes for buffer descriptor set cache. 2021-04-28 21:09:28 +00:00
src Vulkan: Cleanup garbage when destroying EGL images 2021-04-29 19:57:05 +00:00
third_party Replace ijar sources with Chromium subtree mirror. 2021-04-21 22:03:11 +00:00
tools Update Android-releated tools DEPS. 2021-04-22 13:37:36 +00:00
util Add EXT_primitive_bounding_box entry points 2021-04-26 15:12:33 +00:00
.clang-format
.gitattributes
.gitignore Update Android-releated tools DEPS. 2021-04-22 13:37:36 +00:00
.gn infra: Add configs for Android build. 2021-04-21 02:36:44 +00:00
.style.yapf
.vpython Add luci-go and mb to DEPS. 2020-09-14 21:27:36 +00:00
.vpython3 Add luci-go and mb to DEPS. 2020-09-14 21:27:36 +00:00
.yapfignore
AUTHORS Add Collabora, Ltd. to AUTHORS and CONTRIBUTORS 2021-02-23 20:49:54 +00:00
BUILD.gn Add stubs for CL platform layer back ends 2021-04-27 18:43:49 +00:00
CONTRIBUTORS Skip ResizeWindow test on Linux. 2021-03-22 15:33:39 +00:00
DEPS Roll SwiftShader from 112faf441539 to 484a3e15893c (1 revision) 2021-04-29 11:19:01 +00:00
DIR_METADATA Move metadata in OWNERS files to DIR_METADATA files 2021-02-04 19:09:11 +00:00
LICENSE
OWNERS Add timvp to ANGLE, vulkan and capture owners. 2021-02-16 19:02:33 +00:00
PRESUBMIT.py Add tint: to the list of allowed Bug: tags. 2021-04-06 13:56:58 +00:00
README.chromium
README.md Update README.md for Fuchsia 2021-01-28 20:21:38 +00:00
WATCHLISTS
additional_readme_paths.json
codereview.settings
dotfile_settings.gni

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 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

Platform support via backing renderers

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
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:

  • 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