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fb997ec1
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2017-09-20T15:44:27
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Removed "name" and "used" from variable location.
The used flag was redundant with the index (which used MAXUINT). The
name was redundant with the stored uniform. Removing these gives a
very minor performance speed up when iterating and retrieving
uniform locations.
BUG=angleproject:1390
Change-Id: Ieeccdff7c131e1359e754e246d3648b73aad5baf
Reviewed-on: https://chromium-review.googlesource.com/659224
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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729b2c6e
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2017-08-14T09:36:11
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ES31: Enable shader storage buffer support for OpenGL backend
BUG=angleproject:1951
TEST=angle_end2end_tests:ShaderStorageBuffer
Change-Id: I1afc3cd005ad2e595c6ce937fc53e17423f8ec8b
Reviewed-on: https://chromium-review.googlesource.com/618132
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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f00f7ffe
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2017-08-31T14:39:15
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Add a Uniform type info table.
Currently most uniform type info is determined by switching on the
uniform type. Some values are computed from other values, which can
result in three or more switch statements plus some multiplies or
other math. This patch attempts to improve the speed by pre computing
necessary values into constant static tables.
Improves performance by about 7% in a uniform stress test.
BUG=angleproject:1390
Change-Id: I29bef259a17f6d6536171ade4950e2d712bfd39c
Reviewed-on: https://chromium-review.googlesource.com/643791
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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855d964b
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2017-05-17T14:05:06
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Prefix user-defined names in GLSL output
Now user-defined names are prefixed by _u in GLSL output in case name
hashing is not on. Internal names such as names of temporary variables
created in AST transformations are written out as such.
This makes handling of internal function names and internal variable
names consistent. It also removes the possibility of name conflicts
between user-defined names and internal names in case name hashing is
not on. In the same vein, it makes it safe to use GLSL reserved words
that are not reserved in ESSL as variable names in case name hashing
is not on.
This also makes the GLSL output more consistent with how names are
handled in HLSL output. Name hashing code is shared between
VariableInfo and OutputGLSLBase to ensure names are handled
consistently in both. The name that's used in the shader source for a
given interface variable is written out to ShaderVariable::mappedName.
An exception needs to be made for identifiers close to the length
limit, since adding any prefix would take them over the limit. But
they can be just written out as such, since we don't have any builtins
or ANGLE internal variables that have as long names and could create a
conflict.
BUG=angleproject:2139
BUG=angleproject:2038
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38
Reviewed-on: https://chromium-review.googlesource.com/507647
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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54164b0c
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2017-08-28T15:17:37
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Add getUniform impl methods.
This will let us remove some of the uniform data management code in
the GL front-end, and simplify the GL back-end. It will also enable
us to implement uniform data more efficiently in the D3D11 back-end,
and probably Vulkan back-end later.
This also implements a new impl method for the ProgramGL class to
flag optimized-out uniforms as no longer used, post-link. This is
important because otherwise the optimized uniforms get assigned
valid locations, and then the getUniform calls are expected to
succeed.
We also use a workaround for uniform value queries for the GL
back-end. It seems as though some drivers (seen on NVIDIA and AMD)
may not properly clamp to the maximum representable integer value
when querying out-of-range floating point values. Work around this by
always calling the driver with the proper type and then casting the
value in ANGLE.
BUG=angleproject:1390
Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6
Reviewed-on: https://chromium-review.googlesource.com/616785
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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6c58b062
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2017-08-01T13:44:25
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Add histograms for the program cache.
Also includes some tracking of if a cache hit comes from a binary
inserted after a Link call, or sourced from the external disk cache.
Chromium-side CL: https://chromium-review.googlesource.com/c/592151/
BUG=angleproject:2118
Change-Id: I80eefd203d8ce31d1ac03dd1a36459d3581128f5
Reviewed-on: https://chromium-review.googlesource.com/590689
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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7cf6166a
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2017-07-26T17:10:53
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Generate error on program-framebuffer num views mismatch
According to the ANGLE_multiview spec Draw* commands should generate
an INVALID_OPERATION error if the program uses the multiview extension
and the number of views in the active draw framebuffer and active
program differs. The patch addresses this by extending the base draw
call validation.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I369070beb5ccb17211dbe61ebec40bfcbcf5bc4e
Reviewed-on: https://chromium-review.googlesource.com/586605
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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0328b575
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2017-06-26T15:51:36
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Bind all elements of unbound image arrays to unit zero
Spec GLSL ES 3.10, section 4.4.5, Any uniform sampler, image or atomic
counter variable declared without a binding qualifier is initially bound
to unit zero. If the binding qualifier is used with an array, the first
element of the array takes the specified unit and each subsequent element
takes the next consecutive unit.
BUG=angleproject:1987
TEST=angle_end2end_tests:ComputeShaderTest
Change-Id: I6a8188449a91bf3e8ded37e067205dcae4e47fa7
Reviewed-on: https://chromium-review.googlesource.com/547977
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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4c19a8a8
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2017-07-24T11:46:06
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D3D11: Update cached dynamically recompiled programs.
This change makes it so that when we need to recompile a program on a
draw call, we also update the cache. It also streamlines the internal
queries of the dynamic vertex and fragment shaders such that we only
update the input and output signatures a single time per draw. This
should also facilitate dirty bit implementations for the D3D11 back-
end.
BUG=angleproject:2116
Change-Id: Iccb0501b700bc894f40a8c68d7f297ff0c8f46bd
Reviewed-on: https://chromium-review.googlesource.com/531798
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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c43be720
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2017-07-13T16:22:14
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Implement ANGLE_program_cache_control extensions.
This will give the browsers the ability to control the cache size,
query and populate the contents, and trim cache contents on memory
pressure.
BUG=angleproject:1897
Change-Id: I6edaa7d307b890223db98792d5b074e4a7fdfaa4
Reviewed-on: https://chromium-review.googlesource.com/563606
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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eaef1e5e
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2017-06-13T10:44:11
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Link atomic counters to buffers
Gather counters from each shader and group them according the
layout qualifier 'binding' into each buffer.
BUG=angleproject:1729
TEST=angle_end2end_tests:AtomicCounterBufferTest
Change-Id: I8d0cd0d2bf65be37c035b0e1540481c8bee0bae4
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27a60631
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2017-06-30T15:12:01
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Re-apply UBO binding workaround on program save.
The workaround which was previously defined to only apply on load
also seems to affect save on some AMD drivers.
BUG=angleproject:1637
BUG=angleproject:1897
Change-Id: Ia01a1420a484f3c2682ce97eaab18baccfb66a50
Reviewed-on: https://chromium-review.googlesource.com/558008
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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360daeef
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2017-06-29T10:36:19
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Add platform hook for program cache updates.
This will need to be matched with a corresponding browser-side CL.
It will enable writing out binary shaders to disk.
BUG=angleproject:1897
Change-Id: I443281086050b9711b92a034cf37f808dd919007
Reviewed-on: https://chromium-review.googlesource.com/542963
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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3244736a
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2017-06-28T14:53:52
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Use MemoryProgramCache.
Add the member functions for saving and loading from the binary cache,
and hook them into the Program class. Requires that the Renderer
supports the program binary extension.
BUG=angleproject:1897
Change-Id: I2dc8d21b02da705ded58c5cd1943562c9c97c49b
Reviewed-on: https://chromium-review.googlesource.com/522874
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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ffe00c03
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2017-06-27T16:26:55
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Add program cache transform feedback workaround.
On Qualcomm devices, they don't seem to correctly save transform
feedback info. Work around this by disabling caching on these devices.
This mirrors a Chromium workaround.
BUG=angleproject:2088
Change-Id: I6496d2fb6a03788379a6968bcd5eb3a9cb9d15d4
Reviewed-on: https://chromium-review.googlesource.com/549981
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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65ec0b2e
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2017-03-28T16:10:52
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ES31: Add support for bindImageTexture on GL backend
This patch refers to https://chromium-review.googlesource.com/c/380636/
BUG=angleproject:1987
Change-Id: If621eed6ecaa7298214843a2a133801ca1487b03
Reviewed-on: https://chromium-review.googlesource.com/462088
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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7a20b973
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2017-06-13T14:25:26
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Refactor uniform block binding
Remove mUniformBlockBindings and move its bindings to mUniformBlocks.
BUG=angleproject:1442
Change-Id: I62b4471990a44e626d2357c41cb914abc27cb18f
Reviewed-on: https://chromium-review.googlesource.com/532834
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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97ee6548
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2017-06-07T17:06:05
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Shunt more code to StateManager11.
Previously the Renderer11 would call directly into the state manager
sync methods. Instead make a single updateState method, and make
several state sync methods private to the manager. Also rename them
to clarify they're for syncing state, not for direct use.
BUG=angleproject:1156
Change-Id: I94880a744e7ade3895fa2a312a2436ba4ef38dba
Reviewed-on: https://chromium-review.googlesource.com/529705
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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4f86d053
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2017-06-05T12:59:26
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Introduce MemoryProgramCache.
This class will manage GPU binary programs in memory. It will be
owned by the Display, and shared between Contexts. Currently this
CL just refactors the Program binary saving and loading into static
members of this new class.
BUG=angleproject:1897
Change-Id: I34f5afb2c02416f6fd80dd65ba3827a8637ce190
Reviewed-on: https://chromium-review.googlesource.com/522873
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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