src/libANGLE/Program.h


Log

Author Commit Date CI Message
jchen10 baf5d945 2017-08-28T20:45:48 ES31: Add UNIFORM support for ProgramInterface Add program resource properties for uniform. BUG=angleproject:1920 TEST=angle_end2end_tests:ProgramInterfaceTest* Change-Id: Ia5cf6219db43b8b1f73efbb3565d21c86e9d3ec0 Reviewed-on: https://chromium-review.googlesource.com/638050 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill fb997ec1 2017-09-20T15:44:27 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>
Jiajia Qin 729b2c6e 2017-08-14T09:36:11 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>
Jamie Madill 81c2e253 2017-09-09T23:32:46 Add top-level dirty bits for texture and samplers. These will have to be fleshed out in the back-ends. Also currently uses a single bit for all the bindings, and we can extend this to more fine-grained updates in the future. This patch implements top-level updates for texture completeness. Sampler completeness caches are removed from the Texture class, and replaced by a cache in the gl::State class. The State class also keeps a channel binding to the bound textures so it can be notified when textures might change from complete <-> incomplete. In future CLs we skip updating back-ends if texture state doesn't change. BUG=angleproject:1387 Change-Id: If580b4851303c86f3240e62891f5f6047eefb6a2 Reviewed-on: https://chromium-review.googlesource.com/648053 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill fe8b5989 2017-09-07T17:00:18 Program: Fixed unreferenced Samplers. The calculation for unreferenced was incorrect - it checked the 'used' flag of the uniform location, but if samplers started at index zero, all the unused uniforms were to be considered valid samplers. Instead, initialize the uniform index to INVALID_INDEX. This bug was uncovered after doing work on the Texture dirty bits. BUG=angleproject:1387 Change-Id: I5e404e367caed38368bcc0e581699ae2c911bcc9 Reviewed-on: https://chromium-review.googlesource.com/655930 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill be5e2ec3 2017-08-31T13:28:28 Remove uniform memory copy from GL front-end. This moves the uniform query to the back-end. In D3D, this requires a bit more redesign, especially for matrix uniforms. Gives about a 10% speed improvement in the GL/NULL uniforms stress test on Windows (UniformsBenchmark.Run/gl_null_400_vec4). BUG=angleproject:1390 Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94 Reviewed-on: https://chromium-review.googlesource.com/623929 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 855d964b 2017-05-17T14:05:06 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>
Jamie Madill 54164b0c 2017-08-28T15:17:37 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>
Martin Radev 4e619f58 2017-08-09T11:50:06 Add branch for viewport or layer selection in VS The patch extends the behavior of SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER so that either the viewport or layer is selected based on the value of the internal uniform variable MultiviewRenderPath. BUG=angleproject:2062 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: Ia311b12b1fed642dac78eba8732e2535242f34fd Reviewed-on: https://chromium-review.googlesource.com/615260 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
jchen10 880683b1 2017-04-12T16:21:55 ES31: Add glGetProgramResourceiv API Add API entry and validation checks(GLES 3.1 section 7.3). Add the first 2 interfaces(PROGRAM_INPUT and PROGRAM_OUTPUT) implementation. BUG=angleproject:1920 TEST=angle_end2end_tests:ProgramInterfaceTestES31.* Change-Id: I50057f7b99f4dc7c23ca87fa9b797ca424f66e3d Reviewed-on: https://chromium-review.googlesource.com/475075 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Martin Radev 8f276e25 2017-05-30T12:05:52 Handle multiview Draw* calls Because the ANGLE_multiview extension uses instancing to multiply geometry for each view, Draw* calls with an active multiview program have to be handled in the follwing way: 1) Convert non-instanced Draw calls to their instanced versions. 2) Multiply the number of instances in an instanced Draw call by the number of views. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I19119e8178f70336e5dbb1e5eed0658b5b9f43d7 Reviewed-on: https://chromium-review.googlesource.com/593657 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Martin Radev <mradev@nvidia.com>
Jamie Madill 23176cea 2017-07-31T14:14:33 Fix performance regression in stream init. Regressed: https://chromium-review.googlesource.com/531798 This was because the std::stringstream constructor was being called every draw call, for the InfoLog of the dynamically recompiled shaders in the D3D back-ends. The constructor was allocating memory and freeing it on destruction. Instead use a lazy init for the std::stringstream in InfoLog like we do for Error. BUG=chromium:750685 Change-Id: I9cd429ae4e1439ae504943a9cad31cbbed17ef32 Reviewed-on: https://chromium-review.googlesource.com/594629 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Martin Radev 7cf6166a 2017-07-26T17:10:53 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>
Xinghua Cao 0328b575 2017-06-26T15:51:36 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>
Yuly Novikov caa5cda0 2017-06-15T21:14:03 Validate uniforms and attributes name conflicts when linking Uniforms and attribute names have global scope, according to: GLSL 1.017 sections 4.2.6, 4.3.3 and 4.3.4. Thus, they can't have same names. BUG=angleproject:2014 Change-Id: Ibeb064aca877e404a67b9e3e9b57a0cc42e86f9f
jchen10 eaef1e5e 2017-06-13T10:44:11 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
Jamie Madill 3244736a 2017-06-28T14:53:52 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>
Jamie Madill ffe00c03 2017-06-27T16:26:55 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>
Xinghua Cao 65ec0b2e 2017-03-28T16:10:52 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>
jchen10 7a20b973 2017-06-13T14:25:26 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>
Corentin Wallez db9e5d31 2017-06-12T12:05:45 D3D11: Only apply attachments that are written by the program This works around a bug in the AMD driver that writes 0's to the first attachment if it isn't written by the pixel shader. BUG=angleproject:2048 Change-Id: I384fd60c0e0a37fbc0fd7b69fe1ec74fe4ffac8f Reviewed-on: https://chromium-review.googlesource.com/531630 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 4928b7ca 2017-06-20T12:57:39 Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 34ca4f5b 2017-06-13T11:49:39 Remove Shader::getSemanticIndex. This method doesn't really belong to GL, and was only used by the D3D back-end to compute some attribute indexes. Simplify the code by moving it into ProgramD3D. Also add the ability for the ShaderImpl to assert that any pending compiles have resolved. BUG=angleproject:1156 Change-Id: I0af3d3082ff8c908e6a87b9734989efbefd28808 Reviewed-on: https://chromium-review.googlesource.com/526336 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4f86d053 2017-06-05T12:59:26 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>
Jamie Madill bd044ed8 2017-06-05T12:59:21 Defer shader compiles when possible. When using the program binary memory cache inside ANGLE, this will give a potential fast path. If the user doesn't query the shader compile status or info log before calling LinkProgram, then we can check the program cache before translating the program, and if it finds a hit, we don't even need to call the translator. To preserve the shader settings at compile time, a reference to the current shader translator is kept in a binding pointer on the call to compile. This mirrors a similar implementation in Chromium's command buffer. Also the compile options and source are cached at compile to preserve the correct shader state. BUG=angleproject:1897 Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212 Reviewed-on: https://chromium-review.googlesource.com/517379 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Frank Henigman fccbac2c 2017-05-28T17:29:26 Validate precision in uniform blocks for WebGL. In WebGL mode turn on checking that precision qualifiers match in corresponding vertex/fragment uniform blocks. Add test for this behavior. BUG=angleproject:2015 Change-Id: Ie035138e8c46e430bdcf8fb5bbc3e0a3ab7d6391 Reviewed-on: https://chromium-review.googlesource.com/517724 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Corentin Wallez e7557744 2017-06-01T13:09:57 WebGL compatibility: remove UB for draw buffers in the GL backend. WebGL adds two rules: - Fragment outputs declared but not written to should default to black. - FBO attachments for outputs not declared in the shader should not be written to (it is UB in OpenGL ES). Fix the first one by using the SH_INIT_OUTPUT_VARIABLES compiler options, and the second one by messing with glDrawBuffers so that the enabled draw buffers are always a subset of the ones declared by the shader. BUG=angleproject:2048 Change-Id: I1d851c190959c1acfc3e41d837e6990aec1d4086 Reviewed-on: https://chromium-review.googlesource.com/521682 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang e0cff190 2017-05-30T13:04:56 Validate that fragment shader output matches the draw buffer type. TEST=conformance2/rendering/fs-color-type-mismatch-color-buffer-type BUG=angleproject:1688 Change-Id: I17848baf40b6d32b5adc1458fe2369b850164da3 Reviewed-on: https://chromium-review.googlesource.com/518246 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 6de51858 2017-04-12T09:53:01 Optimize angle::BitSetIterator. Adds a new custom bitset template to handle packing as many bits as possible into a single variable. Intelligently select the right class depending on platform features and bit sizes. For now, always use a packed 64-bit set on 64-bit, instead of using a 32-bit set for smaller bitsets. BUG=angleproject:1814 Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b Reviewed-on: https://chromium-review.googlesource.com/471827 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c1d770e8 2017-04-13T17:31:24 Refactor remaining GLES 2.0 entry points. This will pave the way for several features, like auto-generation. BUG=angleproject:747 Change-Id: Ic390ac412f4e6b61346629093f185a4c07ea0284 Reviewed-on: https://chromium-review.googlesource.com/474118 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
jchen10 a9042d3c 2017-03-17T08:50:45 ES31: Add array element transformfeedback This enhances the PackedVarying to be either one element of array, or whole array. Correspondingly the VaryingPacking is expanded to pack it properly. BUG=angleproject:1950 Change-Id: I0529d7ac4367d42b2b433410fbf08351412aada8 Reviewed-on: https://chromium-review.googlesource.com/459115 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
jchen10 eb8abb0a 2017-04-11T08:30:38 Remove unused declaration isValidResourceIndex in Program.h is unused. BUG=angleproject:1920 Change-Id: Ide097348fac7ed97a0e07f3d97d7944ac997f71d Reviewed-on: https://chromium-review.googlesource.com/474229 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 fd7c3b52 2017-03-21T15:36:03 ES31: Add glGetProgramResourceName API Add API entry and validation checks(GLES 3.1 section 7.3). Add the first 2 interfaces(PROGRAM_INPUT and PROGRAM_OUTPUT) implementation. BUG=angleproject:1920 Change-Id: Ide7d5ad40a611a091c3dffab47fd31da57b69f1d Reviewed-on: https://chromium-review.googlesource.com/457523 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Yunchao He 61afff14 2017-03-14T15:34:03 ES31: Add PROGRAM_SEPARABLE to ProgramParameter and GetProgram BUG=angleproject:1939 TEST=angle_end2end_tests Change-Id: I97ad11360f7c015947a2c0cc7d4a47f994726834 Reviewed-on: https://chromium-review.googlesource.com/454264 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 48fed633 2017-03-16T12:05:30 Set sampler uniform values from binding qualifiers The usual set uniform call is used to set initial sampler uniform values based on binding layout qualifiers. This is the simplest way to ensure that the uniform values are set correctly in both internal data structures of the Program class and on the different backends. This is done as one of the last steps of program linking. TEST=dEQP-GLES31.functional.uniform_binding.sampler* BUG=angleproject:1442 Change-Id: I2f58c98e175f6a10a90042050f4fcbea77ad97ac Reviewed-on: https://chromium-review.googlesource.com/456597 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
jchen10 15015f7f 2017-03-16T13:54:21 ES31: Add glGetProgramResourceIndex API Add API entry and validation checks(GLES 3.1 section 7.3). Add the first 2 interfaces(PROGRAM_INPUT and PROGRAM_OUTPUT) implementation. BUG=angleproject:1920 Change-Id: Ib2dedded9fd79b315e9f38de7c27a5e4ec4c6066 Reviewed-on: https://chromium-review.googlesource.com/453085 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho b78707c8 2017-03-09T15:03:11 Move default-block uniform linking to a separate file The code is easier to understand when it's encapsulated better. This change is pure refactoring with no functional changes. BUG=angleproject:1442 TEST=angle_end2end_tests Change-Id: I6128fd72c65ca7a87af596cda4866c74c2a66c48 Reviewed-on: https://chromium-review.googlesource.com/452502 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 6ca2b65c 2017-02-19T18:05:10 Implement location layout qualifier for uniforms This is a complete implementation of the uniform location layout qualifier. Uniform location set in the shader is plumbed to shader linking, which does several link-time checks for conflicts and recursively applies the location to struct members. Validate that location is consistent as specified in the table in section 9.2.1 of the ESSL 3.10.4 spec. The location set in the shader overrides the one set via the CHROMIUM_bind_uniform_location API. Location conflicts must be checked even if the uniforms are not statically used. Because of this unused uniforms are now recorded during uniform linking. After linking checks are done, unused uniforms are pruned from the program state. Location is validated against the maximum number of uniform locations at compile time as specified in section 4.4.3 of the ESSL 3.10.4 spec. All dEQP uniform location tests don't yet pass due to unrelated bugs. BUG=angleproject:1442 TEST=angle_end2end_tests, dEQP-GLES31.functional.uniform_location.* Change-Id: I1f968e971f521fbc804b01e1a7c2b4d14f24d20f Reviewed-on: https://chromium-review.googlesource.com/447942 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Yuly Novikov 817232ef 2017-02-22T18:36:10 Validate invariance of built-in variables when linking According to ESSL 1.00.17 paragraph 4.6.4 BUG=angleproject:1876 Change-Id: I61e142c31dce11eec28fe240a9bc9ce2c632daf6 Reviewed-on: https://chromium-review.googlesource.com/446870 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Olli Etuaho 4a92cebc 2017-02-19T17:51:24 Clarify code around setting uniform locations Use the name "uniformLocationBindings" for location information set by the API instead of "uniformBindings", which can be easily confused with binding layout qualifiers that can be set for some types of uniforms. Also use more straightforward names throughout the indexUniforms function. BUG=angleproject:1442 Change-Id: I47d504479b36def696305f060e9c9bd3de3ade48 Reviewed-on: https://chromium-review.googlesource.com/445236 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill f4f8db85 2017-02-15T09:31:39 Fix a couple forward declares in angletypes.h. These were vestigal from previous code. BUG=angleproject:1593 Change-Id: I1d9a8e6f60d1dadf8a8a598bdbddd98457eb559c Reviewed-on: https://chromium-review.googlesource.com/442651 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6c1f671b 2017-02-14T19:08:04 Add destroy hooks for several GL objects. These hooks allow the back-end renderer to free object resources without having to store pointers to shared device handles for each and every object. This will allow us to save memory on back-ends that really care about memory overhead. There is a downside in that there is more boilerplate in passing gl::Context handles around everywhere. BUG=angleproject:1684 Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7 Reviewed-on: https://chromium-review.googlesource.com/426401 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill df68a6f0 2017-01-13T17:29:53 Vulkan: Implement a simple graphics pipeline. BUG=angleproject:1580 Change-Id: Iceaed896db22dc9eefa3f1bee7d6142fcfb20368 Reviewed-on: https://chromium-review.googlesource.com/412267 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 8ecf7f9b 2017-01-13T17:29:52 Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 4ddf5afb 2016-12-01T14:30:44 Refactor ResourceManager into separate managers per resource type. BUG=angleproject:1639 Change-Id: I943f553cfb0e0feb57953770784b48e22fccc875 Reviewed-on: https://chromium-review.googlesource.com/423172 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ac4e9c3f 2017-01-13T14:07:12 Micro-optimize Uniform updates. This saves a few re-computations of the same stuff. BUG=angleproject:1671 Change-Id: I28f955cd880366a86c0bb22285a119e97661e2cb Reviewed-on: https://chromium-review.googlesource.com/427326 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill a4595b80 2017-01-11T17:36:34 WebGL: Validate simple rendering feedback loops. This adds the most basic form of rendering feedback loop detection: when we're rendering to a texture that's also bound as an input. It doesn't filter by selected mipmap level or 3D texture slice, or do depth attachment validation. It also is missing checks for feedback loops against the default Framebuffer. BUG=angleproject:1685 Change-Id: Idb0ee2bfe1c35611544d132204c0da832c0f1c48 Reviewed-on: https://chromium-review.googlesource.com/425489 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill e7d8432d 2017-01-10T18:21:59 Move ProgramGL's sampler bindings to gl::Program. This saves code duplication and makes the sampler validation a bit simpler. In the future we might be able to use it to replace the custom D3D logic for caching sampler info, but this relies on some shader-specific non-merged data. This also introduces some code duplication in Uniform1iv. BUG=angleproject:1685 Change-Id: I258607a21886ca20766607bddf958cd511fac3f1 Reviewed-on: https://chromium-review.googlesource.com/426781 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 192745a7 2016-12-22T15:58:21 Add varying packing validation for WebGL. This CL moves the varying packing from the D3D layer up to Program. This is necessary for WebGL validation, and gives us consistency for the various back-ends. There may be some additional cleanup work on the VaryingPacking class, because it does some work that is D3D- specific. WebGL requires strict varying packing. Instead of allowing success unconditionally, it's an explicit error to succeed to pack a set of varyings that the sample algorithm would fail to pack. Introduce a new packing mode option to the varying packing class to handle this different packing style, while keeping our old more relaxed packing method for ES code. BUG=angleproject:1675 Change-Id: I674ae685ba573cc2ad7d9dfb7441efa8cb2d55fc Reviewed-on: https://chromium-review.googlesource.com/423254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill a7d12dc7 2016-12-13T15:08:19 Store uniform block bindings in program binaries. This affects all back-ends - we weren't saving this. Note that bindings can only be set after program linking. The spec is fairly clear in that any programs saved must be loadable and runnable under the same set of state, which would include block bindings. Also add validation for zero binary formats in GetProgramBinary. Also add a workaround for AMD where the block bindings were not applied properly after link, similarly to our original bug. This CL also includes a few fixups for GLProgram (raii). BUG=angleproject:1637 Change-Id: Iae068eb4e1e4c763aa9f9332c033e38708026c8f Reviewed-on: https://chromium-review.googlesource.com/418393 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a2c74985 2016-12-12T11:20:42 Don't load binaries across client versions. BUG=angleproject:523 Change-Id: Id54033dce15f01a0f2891533172acd8b99896e12 Reviewed-on: https://chromium-review.googlesource.com/418240 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 861ebb3b 2016-11-17T16:40:22 Use ShaderVars instead of ShaderLang in headers. We only need the typed variable information in our header files. The entry point and other enum info can be encapsulated better in the cpp files that call through to the translator. The only tricky one is the compile options, which we return from our implementation - put the typedef for these in the ShaderVars header to fix this. This should partially work around the problem of shaderlang for Vulkan and ANGLE's translator (also ShaderLang) using some identifiers with the same names. BUG=angleproject:1576 Change-Id: I43c530486498c210796b9e197a6780bf2f7b3afb Reviewed-on: https://chromium-review.googlesource.com/412423 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill eb979bfd 2016-11-15T12:28:46 Program: Small cleanup to linkAttributes. The comment here was incorrect, and the signature passed some redundant arguments. Noticed this when I was looking at the code for Vulkan/glslang. BUG=angleproject:1576 Change-Id: Ie9e7eb7cbe4b65503901b2550e95cd818b7c28c0 Reviewed-on: https://chromium-review.googlesource.com/412324 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 8b7d8144 2016-11-15T13:40:37 Clamp "count" in glUniform* before passing to the backend The OpenGL spec allows "count" to overflow safely implemented but some drivers like the Intel Windows OpenGL driver don't handle this correctly and crash on overflow tests. BUG=661413 Change-Id: I10de9292c75daa375f002850900bb5e1cbfce3b6 Reviewed-on: https://chromium-review.googlesource.com/411387 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 6899b87f 2016-10-14T11:30:13 Implement the robust GetActiveUniformBlockiv entry point. BUG=angleproject:1354 Change-Id: I2e8051910f50dc040f6be4922142364d36788c4e Reviewed-on: https://chromium-review.googlesource.com/399041 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill ef300b15 2016-10-07T15:12:09 Refactor some entry point stuff. BUG=angleproject:747 Change-Id: I80634b5e6de8bae1433c49a56a92d3b19c24e11d Reviewed-on: https://chromium-review.googlesource.com/395568 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 47110bf4 2016-04-20T11:13:22 Implement CHROMIUM_copy_compressed_texture for D3D11. BUG=angleproject:1356 Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f Reviewed-on: https://chromium-review.googlesource.com/339847 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Martin Radev 4c4c8e72 2016-08-04T12:25:34 Add compute program compilation and linking support Compute shaders can be now compiled and linked to create programs. Some tests are added to verify successful and unsuccessful compute shader linking. The patch also replaces std::array<int, 3> with a custom struct WorkGroupSize. BUG=angleproject:1442 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84 Reviewed-on: https://chromium-review.googlesource.com/366740 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Sami Väisänen 46eaa946 2016-06-29T10:26:37 Support CHROMIUM_path_rendering fragment operations This brings two new APIs, BindFragmentInputLocation and ProgramPathFragmentInputGen that together dictate how the fragment shader varyings are used. BUG=angleproject:1382 Change-Id: I4b52fd8a3555235a73aecd4f3dba2d500789cbb0 Reviewed-on: https://chromium-review.googlesource.com/357071 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Sami Väisänen <svaisanen@nvidia.com> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
Yuly Novikov a1f6dc95 2016-06-15T23:27:04 Varying invariance must match between shaders in ESSL 1.00 While in ESSL 3.00 invariant is allowed only for out varyings. Verify that, and update test expectations. BUG=angleproject:1293 TEST=GLSLTest*.Invariant* Change-Id: I5cab6c68f2b94ea2179719119668d905fe7a9b3d Reviewed-on: https://chromium-review.googlesource.com/352743 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill dfde6abf 2016-06-09T07:07:18 Context: Remove mutable gl::State getter. This will preserve layering - the API layer doesn't mutate the state directly, it passes the API call through to the Context. Is also removes the possiblity of any shenanigans of the Validation layer changing the GL state. Also, this CL refactors a few validation entry points to take ValidationContext instead of Context. ValidationContext will be the correct way to interact with the gl::Context in the Validation code. Finally, additional refactorings make ContextState a proper class with private data. This allows the ContextState itself to keep a mutable pointer to the gl::State, so ValidationContext can modify it if necessary (and it will be necessary for Framebuffer completeness caching). BUG=angleproject:1388 Change-Id: I86ab3561573caa9535c8d1b8aad4ab3d0e7cd470 Reviewed-on: https://chromium-review.googlesource.com/348954 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7aea7e05 2016-05-10T10:39:45 Add EGLImplFactory. Also rename ImplFactory to GLImplFactory. This will allow us to use the same factory design pattern for EGL objects, and to use State helper classes to share data with Impls. BUG=angleproject:1363 BUG=angleproject:1369 Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7 Reviewed-on: https://chromium-review.googlesource.com/342051 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 48ef11b2 2016-04-27T15:21:52 Rename gl::Framebuffer::Data to gl::FramebufferState. Moving this out of the Framebuffer class allows us to forward- declare it. BUG=angleproject:1363 Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112 Reviewed-on: https://chromium-review.googlesource.com/340741 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9082b982 2016-04-27T15:21:51 Rename gl::Data to gl::ContextState. Part of the new world order of renaming the Obj::Data classes to ObjState. BUG=angleproject:1363 Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e Reviewed-on: https://chromium-review.googlesource.com/340740 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang d860552f 2016-04-13T10:19:12 Implement support for CHROMIUM_bind_uniform_location. BUG=angleproject:1353 Change-Id: Ia219ff973de0de2f8e112c276b3ab6319f7d3884 Reviewed-on: https://chromium-review.googlesource.com/334252 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 70d0f499 2015-12-10T17:45:46 Implement GL_KHR_debug. BUG=angleproject:520 Change-Id: I9ced3e7ab1515feddf2ec103c26b2610a45b1784 Reviewed-on: https://chromium-review.googlesource.com/319830 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 66988745 2015-12-22T19:39:19 Revert "Implement GL_KHR_debug." This reverts commit 6c521b7a70a53b1c9f7762e53e34b5a8146b0f7b. Change-Id: I6ff981198e31f34d3e405edea6277ee75516d6ee Reviewed-on: https://chromium-review.googlesource.com/319820 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 6c521b7a 2015-12-10T17:45:46 Implement GL_KHR_debug. BUG=angleproject:520 Change-Id: I78d14cc8c94f5cef58604220f0ca847473b25bf8 Reviewed-on: https://chromium-review.googlesource.com/317820 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang c5629759 2015-12-07T16:29:04 Implement full program binary support for ES3. Refactor validation to be used in both the OES and ES3 entry points. BUG=angleproject:600 BUG=angleproject:1101 Change-Id: I2008c4ea04ce07910f03ae0b997f8a77b66203d8 Reviewed-on: https://chromium-review.googlesource.com/316620 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 28afae5d 2015-11-09T15:07:57 Rename LinkedVarying to D3DVarying. Also move this type to D3D-only world. It was only used in the D3D renderer and has specific stuff like register/semantic indexes. Refactoring patch to clean up further work with Varyings. BUG=angleproject:1202 Change-Id: I4b1d6899e9eef356efc7d11e9cd6cf88b234aa76 Reviewed-on: https://chromium-review.googlesource.com/311240 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4a3c2341 2015-10-08T12:58:45 Program: Clean up UBO info gathering. The data size & block member info was getting messy, so clean up how we query this from the Impl layer. Also remove the register information from gl::UniformBlock, moving it into the D3D-only world. BUG=angleproject:1172 Change-Id: I40af658ebbd6b7c1a4251906a387ebcbb621cf77 Reviewed-on: https://chromium-review.googlesource.com/304150 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang e1a27751 2015-10-05T13:16:04 Make more gl::Program methods const. BUG=angleproject:1123 Change-Id: Ib48c523538322871a0deec7ba6497c8797967ef1 Reviewed-on: https://chromium-review.googlesource.com/303305 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 5d124a69 2015-09-15T13:03:27 Support UBOs in RendererGL and ProgramGL. Reland: fix compile warnings on Windows. BUG=angleproject:882 BUG=angleproject:883 Change-Id: If4844d50d43ff9b765f64606e8f08d65a1afd9a4 Reviewed-on: https://chromium-review.googlesource.com/303431 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang cf2dbd91 2015-10-01T15:48:22 Revert "Support UBOs in RendererGL and ProgramGL." Compile error. This reverts commit 97d82b724b71be464f2aff377f056cade44fca94. Change-Id: I71ae10cb01b8ded0297eaf4742fb1098ce02a9bb Reviewed-on: https://chromium-review.googlesource.com/303303 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 97d82b72 2015-09-15T13:03:27 Support UBOs in RendererGL and ProgramGL. BUG=angleproject:882 BUG=angleproject:883 Change-Id: I36f8ef42d87e289658a6ba4899380bc72b9bcebf Reviewed-on: https://chromium-review.googlesource.com/299871 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 3d3d2f20 2015-09-23T16:47:51 Re-re-land "Move sampler validation to the GL layer." This previously was D3D-only, but is required for every draw call. This completes the work of removing the D3D-specific Impl methods from ProgramImpl. Also add several regression tests to cover texture and sampler validation. Re-land with a fix for duplicate sampler active uniforms. Re-re-land with a fix for a test comparison warning on Linux. BUG=angleproject:1123 Change-Id: Iaf7b33861c07b9ceed4bd53ac2f010d35f05df45 Reviewed-on: https://chromium-review.googlesource.com/301712 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6d246510 2015-09-23T18:04:10 Revert "Re-land "Move sampler validation to the GL layer."" Build failure on Linux: In file included from ../../third_party/angle/src/tests/gl_tests/UniformTest.cpp:7: In file included from ../../third_party/angle/src/tests/test_utils/ANGLETest.h:10: ../../testing/gtest/include/gtest/gtest.h:1392:16: error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare] if (expected == actual) { ~~~~~~~~ ^ ~~~~~~ ../../testing/gtest/include/gtest/gtest.h:1422:12: note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here return CmpHelperEQ(expected_expression, actual_expression, expected, ^ ../../third_party/angle/src/tests/gl_tests/UniformTest.cpp:487:5: note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here EXPECT_EQ(GL_SAMPLER_2D, type); ^ BUG=angleproject:1123 This reverts commit 6cbf4385280c4c1dd97f0882ecb18dbc4c341fd4. Change-Id: I95279b37d253e3ea78faa53f3773f2dc3d17df95 Reviewed-on: https://chromium-review.googlesource.com/302030 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6cbf4385 2015-09-22T19:12:11 Re-land "Move sampler validation to the GL layer." This previously was D3D-only, but is required for every draw call. This completes the work of removing the D3D-specific Impl methods from ProgramImpl. Also add several regression tests to cover texture and sampler validation. Re-land with a fix for duplicate sampler active uniforms. BUG=angleproject:1123 Change-Id: Iefef06e7901873c98bf2ba7864efd16a4c6435d3 Reviewed-on: https://chromium-review.googlesource.com/301581 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 3aa23a7c 2015-09-22T19:03:33 Revert "Move sampler validation to the GL layer." Probably causing failures in the dEQP-GLES2 GL back-end tests: dEQP-GLES2.functional.uniform_api.info_query.basic.sampler2D_both BUG=angleproject:1123 This reverts commit 6fa156b66da2090c98f1a044a948694c7ac83324. Change-Id: I3cc993c34aae4a108037ce81709b71d16ece814e Reviewed-on: https://chromium-review.googlesource.com/301580 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6fa156b6 2015-09-22T10:17:01 Move sampler validation to the GL layer. This previously was D3D-only, but is required for every draw call. This completes the work of removing the D3D-specific Impl methods from ProgramImpl. Also add several regression tests to cover texture and sampler validation. BUG=angleproject:1123 Change-Id: I167cbc8f47b4a397d2ae6cc507bdac35168bcacd Reviewed-on: https://chromium-review.googlesource.com/299400 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 62d31cb6 2015-09-11T13:25:51 Re^6-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. Re^5-land with a fix for a test warning on Linux. Re^6-land with a fix for transposed matrix uniform arrays. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: Ie6fcde1c16eb05d67191b629338b88302a2563f5 Reviewed-on: https://chromium-review.googlesource.com/298971 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill fb53603c 2015-09-11T13:19:49 Revert "Re^5-land "Move Uniform and UBO info to the gl::Program layer."" Failing dEQP-GLES3.functional.uniform_api.random.22 and 23: There's a bug with arrays of tranpsosed matrix uniforms. BUG=angleproject:1123 This reverts commit 78d356929bd0441d81e2dd8a63130cd6788e2fde. Change-Id: If39b5908af39671dfe98965e6a1ba77fd18ea8fc Reviewed-on: https://chromium-review.googlesource.com/299320 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 78d35692 2015-09-11T08:32:51 Re^5-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. Re^5-land with a fix for a test warning on Linux. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: I03afcd446d9e74573c4d4c712ed7407b91d8001c Reviewed-on: https://chromium-review.googlesource.com/299180 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill a2eb02c9 2015-09-11T12:31:41 Revert "Re^4-land "Move Uniform and UBO info to the gl::Program layer."" Test has a warning on Linux: In file included from ../../third_party/angle/src/tests/test_utils/ANGLETest.h:13: ../../testing/gtest/include/gtest/gtest.h:1392:16: error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare] if (expected == actual) { ~~~~~~~~ ^ ~~~~~~ ../../testing/gtest/include/gtest/gtest.h:1422:12: note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here return CmpHelperEQ(expected_expression, actual_expression, expected, ^ ../../third_party/angle/src/tests/gl_tests/UniformBufferTest.cpp:357:5: note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here EXPECT_EQ(GL_FLOAT, type); ^ BUG=angleproject:1123 This reverts commit 2ae1ee6161c24aab065190b1528f6195e80e34d0. Change-Id: Ic3dabea54068377d1f2c5f722ba52966cf1a0491 Reviewed-on: https://chromium-review.googlesource.com/299170 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2ae1ee61 2015-09-10T10:04:24 Re^4-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: I4c9f5ed31b81380507bef7981f97086d642801ae Reviewed-on: https://chromium-review.googlesource.com/298451 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 61b8dd97 2015-09-09T19:04:04 Revert "Re-re-re-land "Move Uniform and UBO info to the gl::Program layer."" Seems to be failing the dEQP-GLES2.functional.uniform_api tests relating to boolean arrays. BUG=angleproject:1123 This reverts commit 892a6a4b17b35e89898be8b4605c1ee595d3ae13. Change-Id: Ifc4ce3ca806ef88a02ac6f693334ac37ce098a88 Reviewed-on: https://chromium-review.googlesource.com/298520 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 892a6a4b 2015-09-09T10:17:15 Re-re-re-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: Ia40820a5ce2f34ec2d27648b1dc940a8955e9999 Reviewed-on: https://chromium-review.googlesource.com/298440 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b654f659 2015-09-08T20:40:00 Revert "Re-re-land "Move Uniform and UBO info to the gl::Program layer."" Failes the gles2_conform_test: GLES2ConformTest.GL2Tests_glGetUniform_input_run Possibly also WebGL failures, will investigate. BUG=angleproject:1123 This reverts commit 10750cb936288d8dd09d49fadd592904c06c56f9. Change-Id: I1ae59325e1831589019bc5a27ffc2091d3994a65 Reviewed-on: https://chromium-review.googlesource.com/298200 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 10750cb9 2015-09-04T14:23:52 Re-re-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: I7b55e4964fbe64e0106c37928c894146937a2476 Reviewed-on: https://chromium-review.googlesource.com/298110 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2119dd05 2015-09-08T19:30:37 Revert "Re-land "Move Uniform and UBO info to the gl::Program layer."" Problems with multiply defined symbols in the Linux builder. BUG=angleproject:1123 This reverts commit ff1abe63c3d8af28e9755c8d0c95b2aeca27a0d9. Change-Id: Ifcb2ad885d0841c128ffd69afb6594e37eba17fc Reviewed-on: https://chromium-review.googlesource.com/298100 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ff1abe63 2015-09-04T14:23:52 Re-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: I9074c057c2c67d4d3221ec11c5556a26e07c7ceb Reviewed-on: https://chromium-review.googlesource.com/297070 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 48705cad 2015-09-02T20:40:51 Revert "Move Uniform and UBO info to the gl::Program layer." Seems to be failing dEQP-GLES2.functional.uniform_api.value.unused_uniforms.* on Linux (possibly Win as well) BUG=angleproject:1123 This reverts commit 54f882c9167b1aff5b3700187a2048bd886e8b17. Change-Id: I7dbbf40aae8dd9ebd35895df0dd338a3b6b9cc96 Reviewed-on: https://chromium-review.googlesource.com/297051 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 54f882c9 2015-09-02T14:33:48 Move Uniform and UBO info to the gl::Program layer. This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: I8b7e1380a61590a46ccee646a47ffe9bda287f6b Reviewed-on: https://chromium-review.googlesource.com/295124 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 80a6fc03 2015-08-21T16:53:16 Make output variables part of Program's shared data. Also initialize this structure within Program instead of DynamicHLSL. This should have benefits for other back-ends. Also these variables weren't being serialized and de-serialized with the program binary, which could mess up WebGL apps that use MRT. BUG=angleproject:1123 Change-Id: Ic0dd4840f26441a1bee8527dfa178b24daf82f8a Reviewed-on: https://chromium-review.googlesource.com/294571 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 63805b47 2015-08-25T13:17:39 Make the Program's semantic index D3D-only. This concept isn't strictly necessary for GL-side validation. Instead we can use a bitset to track active attribs, and determine is a particular location is active. BUG=angleproject:1123 Change-Id: If7a920a3071672116bafffb3368671f721723b65 Reviewed-on: https://chromium-review.googlesource.com/294570 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill c349ec03 2015-08-21T16:53:12 Re-land "Move shader attributes into Program shared data." Re-land with a fix for a warning in 32-bit Windows. Making the Program own the attribs, and the Impl only see a read-only copy cleans up the Impl object. It also allows us to more cleanly isolate certain coded into D3D. BUG=angleproject:1123 Change-Id: I73bda4b6d9e675d87d087d44757c598437d607f2 Reviewed-on: https://chromium-review.googlesource.com/295191 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4e10722d 2015-08-24T14:12:17 Revert "Move shader attributes into Program shared data." Once again a signed/unsigned mismatch warning in 32-bit. src\libangle\renderer\gl\programgl.cpp(190) : warning C4018: '<' : signed/unsigned mismatch BUG=angleproject:1123 This reverts commit 2d7731838722a53102e5086dba445e37f6e98d7e. Change-Id: Icd26906ead1eaa06b4bd3ff7fc2b10bef4f46022 Reviewed-on: https://chromium-review.googlesource.com/295241 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2d773183 2015-08-18T10:27:28 Move shader attributes into Program shared data. Making the Program own the attribs, and the Impl only see a read-only copy cleans up the Impl object. It also allows us to more cleanly isolate certain coded into D3D. BUG=angleproject:1123 Change-Id: I469051eb066fc56e55282affa2d5398b394ab8d2 Reviewed-on: https://chromium-review.googlesource.com/293826 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 36cfd6a3 2015-08-18T10:46:20 Clean up Program::validate. This method should really be an Impl method, since it corresponds to a specific OpenGL call. Making it an Impl method also allows us to remove applyUniforms, which doesn't correspond to a GL call. BUG=angleproject:1123 Change-Id: I2abee3cfaa7393cad44566782d51ed701e84846b Reviewed-on: https://chromium-review.googlesource.com/293825 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill d1fe1646 2015-08-21T16:26:04 Move UBO bindings into Program shared state. Sharing the bindings with the Impl (read-only) allows us to clean out the applyUniformBuffers method from the Impl class, and make it D3D- only. BUG=angleproject:1123 Change-Id: Icb51a90cb227bbbdd83319ea308b68aa1c4c325e Reviewed-on: https://chromium-review.googlesource.com/293824 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>