Setting up to debug ANGLE with GDB (on Linux)

ANGLE is an EGL/GLES2 implementation on top of other graphics APIs. It is mainly used in systems that lack a native GLES2/GLES3 driver and in some browsers for example Chromium. As recently, I’ve used it for some browsers related work in Igalia‘s WebKit team (more on that coming soon) and had to set it up for debugging with GDB, I’d like to share the few extra settings and the configuration I’ve used to be able to use GDB and step inside the ANGLE API calls to examine the underlying driver API calls, when possible, while I was experimenting with ANGLE-based test programs.

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FOSSCOMM 2020, and a status update on EXT_external_objects(_fd) extensions [en, gr]

FOSSCOMM (Free and Open Source Software Communities Meeting) is a Greek conference aiming to promote the use of FOSS in Greece and to bring FOSS enthusiasts together. It is organized entirely by volunteers and universities and takes place in a different city each year. This year it was virtual as Greece is under lockdown, and although we’ve missed all the fun of the gathering, there were many interesting talks to watch.

My talk was very similar to the one I’ve given in XDC 2020 about OpenGL and Vulkan Interoperability. It was an update on the EXT_external_objects and EXT_external_objects_fd OpenGL extensions status on various mesa drivers, and Igalia‘s work on them.

Continue reading FOSSCOMM 2020, and a status update on EXT_external_objects(_fd) extensions [en, gr]

[OpenGL and Vulkan Interoperability on Linux] Part 10: Reusing a Vulkan stencil buffer from OpenGL

This is 10th post on OpenGL and Vulkan interoperability with EXT_external_objects and EXT_external_objects_fd. We’ll see the last use case I’ve written for Piglit to test the extensions implementation on various mesa drivers as part of my work for Igalia. In this test a stencil buffer is allocated and filled with a pattern by Vulkan and then it is used in OpenGL to render something else. We validate that the pattern has been imported correctly and we repeat the process for other depth-stencil formats.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 10: Reusing a Vulkan stencil buffer from OpenGL

[OpenGL and Vulkan Interoperability on Linux] Part 9: Reusing a Vulkan z buffer from OpenGL

In this 9th post on OpenGL and Vulkan interoperability on Linux with EXT_external_objects and EXT_external_objects_fd we are going to see another extensions use case where a Vulkan depth buffer is used to render a pattern with OpenGL. Like every other example use case described in these posts, it was implemented for Piglit as part of my work for Igalia‘s graphics team to check the extensions implementation of various mesa drivers.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 9: Reusing a Vulkan z buffer from OpenGL

[OpenGL and Vulkan Interoperability on Linux] Part 8: Using a Vulkan vertex buffer from OpenGL and then from Vulkan

This is the 8th post on OpenGL and Vulkan Interoperability with EXT_external_objects and EXT_external_objects_fd where I explain some example use cases of the extensions I’ve implemented for Piglit as part of my work for Igalia. In this example, a Vulkan vertex buffer is created and filled with vertices and then it’s used to render the same chess board pattern once with OpenGL and once with Vulkan.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 8: Using a Vulkan vertex buffer from OpenGL and then from Vulkan

[OpenGL and Vulkan Interoperability on Linux] Part 7: Reusing a Vulkan vertex buffer from OpenGL

This is the 7th post on OpenGL and Vulkan Interoperability with EXT_external_objects. It’s about another EXT_external_objects use case implemented for Piglit as part of my work for Igalia‘s graphics team. In this case a vertex buffer is allocated and filled with data from Vulkan and then it’s used from OpenGL to render a pattern on screen.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 7: Reusing a Vulkan vertex buffer from OpenGL

[OpenGL and Vulkan Interoperability on Linux] Part 6: We should be able to reuse a Vulkan pixel buffer from OpenGL but not to overwrite it!

This is another blog post on OpenGL and Vulkan Interoperability. It’s not really a description of a new use case as the Piglit test I am going to describe is quite similar to the previous example we’ve seen where we reused a Vulkan pixel buffer from OpenGL. This Piglit test was written because there’s an interesting issue (Issue 7) in the spec according to which overwriting Vulkan buffers with glBufferSubData is not possible! This is interesting because we can overwrite textures but not buffers. When we attempt to overwrite a buffer using glBufferSubData the driver must return an Invalid Operation Error and this is what we tested with the vk-pix-buf-update-errors test that can be found in tests/spec/ext_external_objects directory like all other tests we’ve seen so far.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 6: We should be able to reuse a Vulkan pixel buffer from OpenGL but not to overwrite it!

[OpenGL and Vulkan Interoperability on Linux] Part 5: A Vulkan pixel buffer is reused by OpenGL

This is the 5th post of the OpenGL and Vulkan interoperability series where I describe some use cases for the EXT_external_objects and EXT_external_objects_fd extensions. These use cases have been implemented inside Piglit as part of my work for Igalia‘s graphics team using a Vulkan framework I’ve written for this purpose.

And in this 5th post, we are going to see a case where a pixel buffer is allocated and filled by Vulkan and its data are used as source data for an OpenGL texture image.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 5: A Vulkan pixel buffer is reused by OpenGL

[OpenGL and Vulkan Interoperability on Linux] Part 4: Using OpenGL to overwrite Vulkan allocated textures.

This is the 4th post on OpenGL and Vulkan Interoperability on Linux. The first one was an introduction to EXT_external_objects and EXT_external_objects_fd extensions, the second was describing a simple interoperability use case where a Vulkan allocated textured is filled by OpenGL, and the third was about a slightly more complex use case where a Vulkan texture was filled by Vulkan and displayed by OpenGL. In this 4th and last post about shared textures, we are going to see a use case where a Vulkan texture is filled by Vulkan, then gets overwritten by OpenGL, then is read back from Vulkan and then displayed again using OpenGL. This more complex use case has also been written for Piglit using the small Vulkan framework I’ve written to test the external objects extensions. The source code can be found inside the tests/spec/ext_external_objects directory of the mesa/piglit master branch.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 4: Using OpenGL to overwrite Vulkan allocated textures.

[OpenGL and Vulkan Interoperability on Linux] Part 3: Using OpenGL to display Vulkan allocated textures.

This is the third post of the OpenGL and Vulkan interoperability series, where I explain some EXT_external_objects and EXT_external_objects_fd use cases with examples taken by the Piglit tests I’ve written to test the extensions as part of my work for Igalia‘s graphics team.

We are going to see a slightly more complex case of Vulkan/GL interoperability where an image is allocated and filled using Vulkan and then it is displayed using OpenGL. This case is implemented in Piglit’s vk-image-display test for a 2D RGBA texture (which is one of the most commonly used texture types).

Remember that the code for the test and the Vulkan helper/framework functions as well as the interoperability functions is in tests/spec/ext_external_objects/ Piglit directory.

Continue reading [OpenGL and Vulkan Interoperability on Linux] Part 3: Using OpenGL to display Vulkan allocated textures.