~/talk

ANGLE: OpenGL on Vulkan

Talkat 2018 Vulkan Montreal Dev Day · on Monday, 2018-04-30
links:none on file
slides:none on file

ANGLE implements OpenGL ES on Vulkan as an open source translation layer that currently targets Vulkan (and previously D3D/OpenGL), records draw work into secondary command buffers and replays at submit time, and aims to ship GLES 2.0 first. It trades some runtime performance for portability and over‑the‑air updatability, is already usable for lower‑cost 2D or non‑critical apps, and promises to reduce Android driver fragmentation once performance tuning and interoperability (shared textures) are completed.

AI-written summary · about

  1. 0:00Introduction to Angle
  2. 0:25OpenGL and Vulkan APIs
  3. 1:42Vulkan advantages
  4. 3:24Angle architecture
  5. 4:08How Angle works
  6. 5:02Implementing buffer data
  7. 6:56Vulkan backend performance
  8. 7:58Angle as a standard
  9. 9:35Pros and cons of Angle
  10. 10:40Future work and conclusion
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