|
eeb39653
|
2022-04-08T16:09:48
|
|
Autogenerate features
Features are now specified in a json file and autogenerated. This is in
preparation for more autogeneration to support feature override in
tests.
This change doesn't yet fix the issues in anglebug.com/6435 and should
be a no-op.
Bug: angleproject:6435
Change-Id: Icdb63a94dc37b5fef0a356e0fc0b49937e083c8a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3579941
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
3adace15
|
2022-01-10T22:53:19
|
|
Don't expose detailed driver version info to webGL
WebGL's GL_RENDERER string now only includes basic version information
on all backends. This is controlled through a bool passed through
getBackendVersionString.
Bug: angleproject:6777
Change-Id: Ie4e3d91d22c96f175a8139fac1c66e985ed9e1b7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3380263
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Sean Risser <srisser@google.com>
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|
c9dcc553
|
2021-06-22T18:55:39
|
|
Move Objectlabel from Texture object to TextureState object.
Created a subscriber function onLabelUpdated in the storage base
class. The derived storage class will pass the label reference to
the base storage class in the constructor. Future changes will use
this label reference to update the label string with D3D.
Bug: chromium:1164111
Change-Id: Ic5ca73bac61427afe392bb5bcc6a6eab8e785941
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2981451
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
|
|
4968f6f2
|
2021-02-04T16:40:36
|
|
Move getRendererDescription from ContextImpl to DisplayImpl
The other backend description strings are in DisplayImpl. This will
help with caching the result of glGetString in the GL backend. Also
Update the getters to not be const in order to allow caching.
Bug: chromium:1173672
Change-Id: I43df35688762b23429f47f169c04482cf4cd089a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2676881
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
0be050a4
|
2020-09-23T15:12:56
|
|
Pass GL_VERSION info through ANGLE's GL_RENDERER string
Chrome needs ANGLE to pass through the underlying driver vendor and
version, which cannot always be determined by the SystemInfo library.
This is done by construction GL_RENDERER in the frontend through
combining GL_VENDOR, GL_RENDERER, and GL_VERSION from the backends.
Example changes are in the doc:
https://docs.google.com/document/d/1p0dvrLlu8NKhO-RCU5gqlQ_LvcQj-ZqhvfwSk1n3Sz8/edit?usp=sharing
Bug: chromium:1126526
Bug: chromium:1131248
Bug: chromium:1134669
Bug: chromium:1169861
Change-Id: Ia618ebcd7f3caaeb376b4b6a03446732efdaeecb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2427383
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
137271ff
|
2021-01-13T14:34:12
|
|
Support specifying array slice for D3D11 texture EGLImage
Client can specify array slice for creating the SRV/RTV with
EGL_D3D11_TEXTURE_ARRAY_SLICE_ANGLE.
Test: D3DTextureTest.TextureArrayImage*
Bug: angleproject:5538, chromium:1116101
Change-Id: I81cb2823df2145f1d05ad1526b0e36d6a0724d5e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628609
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
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|
08142700
|
2020-10-01T19:30:03
|
|
Work-around test runner & DebugAnnotator
Note: This precedes another CL that needs this change.
DebugAnnotator uses a global variable. The test runner doesn't change
state between testing different back-ends. This works-around the
problem by setting the global variable when the context is switched.
Because the GL back-end doesn't have its own DebugAnnotator sub-class,
add a Display* to DisplayImpl::makeCurrent(), so that
DisplayGL::makeCurrent() can install the front-end-Display's
DebugAnnotator.
Note: the Vulkan back-end gets this fix even though the new
DebugAnnotatorVk class will be added in a follow-on CL.
Bug: b/162068318
Bug: b/169243237
Bug: angleproject:5121
Change-Id: If08626a5310f9b4e3210e1a897a6886248e4d8ac
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2451423
Reviewed-by: Ian Elliott <ianelliott@google.com>
Commit-Queue: Ian Elliott <ianelliott@google.com>
|
|
da61c40e
|
2020-10-06T01:57:55
|
|
Revert "Work-around test runner & DebugAnnotator"
This reverts commit e44c94d96a9b65615fe8f5038e124763ac8c45e5.
Reason for revert: Breaks build of DisplayGbm on ChromeOS:
src/libANGLE/renderer/gl/egl/gbm/DisplayGbm.{h,cpp}
First failing builds:
https://ci.chromium.org/p/chromium/builders/ci/ChromeOS%20FYI%20Release%20%28amd64-generic%29/1608
https://ci.chromium.org/p/chromium/builders/ci/ChromeOS%20FYI%20Release%20%28kevin%29/2212
Original change's description:
> Work-around test runner & DebugAnnotator
>
> Note: This precedes another CL that needs this change.
>
> DebugAnnotator uses a global variable. The test runner doesn't change
> state between testing different back-ends. This works-around the
> problem by setting the global variable when the context is switched.
>
> Because the GL back-end doesn't have its own DebugAnnotator sub-class,
> add a Display* to DisplayImpl::makeCurrent(), so that
> DisplayGL::makeCurrent() can install the front-end-Display's
> DebugAnnotator.
>
> Note: the Vulkan back-end gets this fix even though the new
> DebugAnnotatorVk class will be added in a follow-on CL.
>
> Bug: b/162068318
> Bug: b/169243237
> Bug: angleproject:5121
> Change-Id: I748e8a1fd09b72e07242ac7fb39154537dcce534
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2444095
> Reviewed-by: Ian Elliott <ianelliott@google.com>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
> Commit-Queue: Ian Elliott <ianelliott@google.com>
TBR=courtneygo@google.com,ianelliott@google.com,jmadill@chromium.org
Change-Id: I99df2716951726ead24961dc3d27a7ec63aeda80
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: b/162068318
Bug: b/169243237
Bug: angleproject:5121
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2451420
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
|
|
e44c94d9
|
2020-10-01T19:30:03
|
|
Work-around test runner & DebugAnnotator
Note: This precedes another CL that needs this change.
DebugAnnotator uses a global variable. The test runner doesn't change
state between testing different back-ends. This works-around the
problem by setting the global variable when the context is switched.
Because the GL back-end doesn't have its own DebugAnnotator sub-class,
add a Display* to DisplayImpl::makeCurrent(), so that
DisplayGL::makeCurrent() can install the front-end-Display's
DebugAnnotator.
Note: the Vulkan back-end gets this fix even though the new
DebugAnnotatorVk class will be added in a follow-on CL.
Bug: b/162068318
Bug: b/169243237
Bug: angleproject:5121
Change-Id: I748e8a1fd09b72e07242ac7fb39154537dcce534
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2444095
Reviewed-by: Ian Elliott <ianelliott@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Ian Elliott <ianelliott@google.com>
|
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bb96aefa
|
2020-09-11T13:50:09
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|
GN: Componentize D3D back-ends.
This also isolates headers for D3D9 / D3D11 from each other.
Bug: angleproject:3943
Change-Id: I04edbe7db68461ae4fc78ac7f9c22451debcb768
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2405807
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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e6124500
|
2020-06-02T12:02:55
|
|
Fix baseVertex and baseInstance with streaming attributes
baseInstance: Fixed by adding the intial offset to each copy for
streaming attributes
baseVertex: make sure mShaderConstants.onFirstVertexChange takes
in correct firstVertex value for dynamic attribs (where firstVertex
passed to StateManager11::updateState already include baseVertex)
Bug: chromium:1078330, angleproject:3402
Change-Id: I289c4e3733fdf6f78af8c3adee84112c05a5abce
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2227022
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shrek Shao <shrekshao@google.com>
|
|
e4aa679c
|
2020-04-01T17:46:31
|
|
Texture: Pass explicit unpack buffer to setImage.
This will allow us to call setImage internally even if there's an
unpack buffer bound. Useful when implementing robust resource init with
copyTexImage in some edge cases.
Bug: angleproject:4517
Change-Id: I7e8e9536ab9222c620e572f7b6c20b08fa29d646
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2133088
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
d50151d3
|
2019-12-17T13:57:12
|
|
Move Serial utils to their own file.
This will let the front-end access them without pulling in the rest
of renderer_utils. The Serial class in particular will be useful for
capture/replay.
Also adds a very minimal unit test.
Bug: angleproject:4223
Change-Id: I9e63b8a8227a245b20a8f024b960fcf60c7840db
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954611
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
c1af9abf
|
2019-08-28T14:35:32
|
|
Add support for overriding internal format for D3D11 texture EGLImages
Add an optional EGL_D3D11_TEXTURE_FORMAT_ANGLE attribute that is the
GL internal format to use for EGLImage being created. This will be used
for RGB emulation of swap chain texture backed WebGL contexts in Chrome
when they have alpha:false set. Without RGB emulation it is possible to
observe side-effects of the underlying swap chain being RGBA such as
reading/writing the alpha channel, BlitFramebuffer working/not working
when expected, etc.
Also document creating EGLImages from D3D11 textures in the existing
EGL_ANGLE_d3d_texture_client_buffer extension along with RGB emulation.
Bug: chromium:699566, chromium:939657
Change-Id: I4931cb7bdc46e9bc6debd56b79ecc10ea27bd78b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1777099
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f35f1110
|
2019-07-19T09:18:55
|
|
Add script to apply clang-format on all sources
1. python script wrapper to call clang-format over the whole code base
2. Add clang-format rule `IncludeBlocks: Preserve` to tell clang-format
do not merge include blocks
3. Fix existed clang-format issue in code base
Bug: angleproject:3532
Change-Id: I289292dc62c2784ff21688065c87c3f3f5538f17
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709720
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6a02f06d
|
2019-07-18T16:27:14
|
|
Implement EGL_ANGLE_create_context_backwards_compatible
This extension allows the user to specify if ANGLE should create a
context of the exact requested version or a higher version context that
is backwards compatible.
BUG=angleproject:3425
Change-Id: I7d0b75cdd7e34a2fc888aa238e1eeb67af82ae0d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601560
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
f9686af0
|
2019-06-04T17:49:43
|
|
Add support for D3D11 texture backed EGLImages
Implement EGL_ANGLE_image_d3d11_texture extension. Images created with
this extension might not be renderable based on bind flags and resource
usage of the client provided texture in which case attaching them to a
framebuffer won't succeed.
The intended use case is to bind the front and back buffers of a swap
chain to GL textures that can be used for rendering in the case of the
back buffer and as a shader input for the front buffer.
Bug: chromium:939655
Change-Id: Ic3328e831880292217b88be84740740df6031fa6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1646732
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
beb0eb2d
|
2019-06-14T15:10:33
|
|
Clean up workarounds/features to single location.
Rename all workarounds structs to features, and move the lists to a
shared location in include/platform (to help with documentation,
see:
https://cs.chromium.org/chromium/src/ui/gl/gl_switches.cc?sq=package:chromium&g=0&l=69)
Bug: angleproject:1621
Change-Id: I4069f08131db5e886047a007efb5d7764dfee5f2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1660952
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
776694cd
|
2019-05-08T10:28:55
|
|
Change all ANGLE workarounds to use struct definition with info.
Change each workaround from a simple bool to a struct with info
including name, workaround set, description, and bug IDs. This will help
with future workaround integration with Chrome.
Bug: angleproject:1621
Change-Id: Ia27c180abaf845e280060c803e5994cc3152a057
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593917
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
057b76e1
|
2019-04-12T14:48:59
|
|
Implement GL_CHROMIUM_lose_context.
This is useful for testing context lost behaviour.
BUG=angleproject:3379
Change-Id: If0e1538553b1761e313fc36ccde5138cd495200f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1566141
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
c09ae15c
|
2019-02-01T14:16:32
|
|
Enable -Wextra-semi and -Wextra-semi-stmt.
This will prevent users from accidentally making semicolon errors in
the future.
Bug: chromium:926235
Change-Id: I79a6fa376fb1ad8f0fcf1b65b1f572a035d1f4e9
Reviewed-on: https://chromium-review.googlesource.com/c/1446493
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nico Weber <thakis@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
0c667215
|
2019-01-01T14:40:36
|
|
Pass ErrorSet to ContextImpl constructor.
This removes the need for the setErrorSet method.
Also update some egl::Error TODO bugs.
Bug: angleproject:2491
Change-Id: I0aba07c4a53b579835a88c3dacae294f752e6b17
Reviewed-on: https://chromium-review.googlesource.com/c/1392393
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c3dc5d48
|
2018-12-30T12:12:04
|
|
Merge gl::Context and gl::ContextState.
This reduces the number of indrections when accessing the Extensions
or Caps structures. It will provide a small speed-up to some methods.
It also cleans up the code.
Bug: angleproject:2966
Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685
Reviewed-on: https://chromium-review.googlesource.com/c/1392391
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
|
|
7c985f5c
|
2018-11-29T18:16:17
|
|
Make angle::Result an enum.
This moves away from a class type to a value type. This should improve
performance when using angle::Result as a return value. Previously the
generated code would return a pointer instead of a value.
Improves performance in the most targeted microbenchmark by 10%. In
more realistic scanarios it will have a smaller improvement. Also
simplifies the class implementation and usage.
Includes some unrelated code generation changes.
Bug: angleproject:2491
Change-Id: Ifcf86870bf1c00a2f73c39ea6e4f05ca705050aa
Reviewed-on: https://chromium-review.googlesource.com/c/1356139
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b980c563
|
2018-11-27T11:34:27
|
|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
c1fd7376
|
2018-10-26T22:48:39
|
|
Move index range calculations into VertexArray.
This is in preparation for removing the entire DrawCallParams struct.
This struct was big enough to cause a performance hit on draw call perf
tests just by virtue of initializing the fields. Also dereferencing the
struct members is slower than reading function parameters since it adds
an indirection.
Also includes some error refactoring to enable moving code to a shared
location.
In total this patch series reduces overhead by up to 5%.
Bug: angleproject:2933
Change-Id: Ib663f2538c14ac30d4c31fd10d6350be469626e2
Reviewed-on: https://chromium-review.googlesource.com/c/1298380
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d633b156
|
2018-10-04T23:34:31
|
|
Get rid of VertexFormatType.
The enum VertexFormatType is redundant with angle::FormatID. The Vulkan
back end has already eschewed VertexFormatType, this change updates the
D3D back ends.
BUG=angleproject:2531
Change-Id: I67ea2203ca80be828f4c757a37810fe67a279364
Reviewed-on: https://chromium-review.googlesource.com/c/1263899
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
e39e8f46
|
2018-10-05T08:17:38
|
|
GL back-end error refactor.
Adds explicit error handling to a few scoped state handler classes.
Otherwise mostly mechanical refactoring.
Bug: angleproject:2753
Change-Id: I2bf969a68f45880902b6e7902297c1340a76a1c4
Reviewed-on: https://chromium-review.googlesource.com/c/1255647
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
785e8a0b
|
2018-10-04T17:42:00
|
|
Remove gl::LinkResult.
Instead of returning a small struct from LinkProgram calls we use
angle::Result. Linking can have 3 cases:
- the link was successful -> angle::Result::Continue
- the link failed -> angle::Result::Incomplete
- there was an internal error -> angle::Result::Stop
Note that any unexpected Incomplete is still an error. Each function
that accepts Incomplete must check explicitly.
This is the last user of ErrorOrResult.
Bug: angleproject:2491
Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497
Reviewed-on: https://chromium-review.googlesource.com/c/1255645
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
|
4e6f2aea
|
2018-09-19T11:09:51
|
|
Implement ANGLE_copy_texture_3d Extension
Adds copyTexture3DANGLE and copySubTexture3DANGLE that adds copy
operations on volumetric textures.
Bug: angleproject:2762
Test: angle_end2end_tests
Change-Id: I0076989c2b7ed69abfc73143c325065bdb06a360
Reviewed-on: https://chromium-review.googlesource.com/c/1207216
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
efbabde2
|
2018-08-29T14:37:36
|
|
Support multisample array textures on D3D11
This implements complete support for multisample array textures on the
D3D11 backend. There's a specialized TextureD3D class as well as a
TextureStorage11 class for multisample array textures that have the
bulk of the functionality.
BUG=angleproject:2775
TEST=angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: I68116635c01cef0e48c089fd9da05a844ef2d802
Reviewed-on: https://chromium-review.googlesource.com/1216003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
70aeda49
|
2018-08-20T12:17:40
|
|
Add gl::Program::syncState and dirty bits.
Currently this handles uniform block bindings. Cleans up some logic in D3D.
Bug: angleproject:2747
Change-Id: I8c2989738d50a77d6f6d90a9ff11dceab6d3129c
Reviewed-on: https://chromium-review.googlesource.com/1172085
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7ae70d8f
|
2018-07-06T13:47:01
|
|
ParallelCompile: Parallelize D3D linking
This adds a new linking state to Program. If a Program is in linking
state, on the one hand the foreground thread may continue issuing more
GL calls, and on the other hand the background linking threads may be
accessing Program internally too. Without a proper constraint there
must be conflicts between them. For this purpose, we block any further
GL calls to Program until it's actually linked. In addition, we
prohibit parallel linking an active program, so that ProgramD3D does
not have to worry about such similar conflicts.
Also changes the WorkerThread to support limiting the number of
concurrently running worker threads.
BUG=chromium:849576
Change-Id: I52618647539323f8bf27201320bdf7301c4982e6
Reviewed-on: https://chromium-review.googlesource.com/1127495
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
ec1fe5b7
|
2018-08-10T10:05:52
|
|
D3D: Use angle::Result error pattern.
This completes the refactor for the D3D9/D3D11 back-ends.
Bug: angleproject:2752
Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b
Reviewed-on: https://chromium-review.googlesource.com/1167209
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c86c8b0c
|
2018-08-08T09:16:00
|
|
D3D9: Use angle::Result error pattern.
Bug: angleproject:2752
Change-Id: Ica77969c6e4b8d61d491396a4fd56b0864e4803c
Reviewed-on: https://chromium-review.googlesource.com/1163320
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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|
038e725a
|
2018-07-27T08:12:49
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|
D3D11: Use angle::Result error pattern. 2/3
This CL introduces d3d::Context. This new class can wrap a DisplayD3D
and a Context9/11 so we can use them through the same code paths. It
also refactors the D3D11 resource allocation to always have access to
a d3d::Context.
Bug: angleproject:2738
Change-Id: I8161acdffee7a868cc26f2d49715413bcca7cc2b
Reviewed-on: https://chromium-review.googlesource.com/1151451
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
306b6c16
|
2018-07-27T08:12:49
|
|
D3D11: Use angle::Result error pattern. 1/3
This CL improves performance on the draw call microbenchmark by 10%
when no-oping driver calls.
Bug: angleproject:2738
Change-Id: I4f5c11db90d9056ce4557b2a4432bc55b42b5bba
Reviewed-on: https://chromium-review.googlesource.com/1150093
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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854429de
|
2018-07-27T08:12:48
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|
D3D: Return error from getVertexSpaceRequired.
This removes another use of the gl::ErrorOrResult pattern. Unblocks
error refactoring.
Bug: angleproject:2738
Change-Id: Ib611a3b68f8995469befd51797dfed34eaeee84e
Reviewed-on: https://chromium-review.googlesource.com/1151450
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
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b1565903
|
2018-07-27T08:12:48
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|
D3D: Pass gl::Context to many more functions.
This makes the Context more available for logging errors.
Also includes more refactoring to VertexDataManager to ensure we can
access the gl::Context.
Bug: angleproject:2738
Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4
Reviewed-on: https://chromium-review.googlesource.com/1151449
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7dc43051
|
2018-07-09T09:18:49
|
|
D3D: Move Incomplete Textures to Context9/11.
This cleans up another usage of getProxyContext.
Bug: angleproject:2714
Change-Id: I5337e30cdd96e282e355c727bb40cd30e049ec1a
Reviewed-on: https://chromium-review.googlesource.com/1128926
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
493f9571
|
2018-05-24T19:52:15
|
|
Add PrimitiveMode packed GLenum.
Bug: angleproject:2574
Change-Id: I3d7bd7ca0d69a364a611dc04799ea34906fc4a6c
Reviewed-on: https://chromium-review.googlesource.com/1067114
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
18e323ab
|
2018-05-11T16:54:17
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|
D3D11: Fix out-of-range access with robust access.
When using a vertex buffer with DYNAMIC usage, with robust buffer
access enabled, we would sometimes read out-of-bounds when using very
large values for the index range. An unchecked signed addition would
overflow and lead to reading a negative offset.
Fix this problem by keeping the value size_t whenever possible. Also do
clamped casts when converting to a smaller values.
Also adds a regression test.
Bug: chromium:842028
Change-Id: Ie630ac857c6acfc0bace849a03eebfbaa2fbe89a
Reviewed-on: https://chromium-review.googlesource.com/1055928
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5528d11f
|
2018-04-24T11:25:10
|
|
D3D: Don't test for device loss as frequenty in tight loops.
BUG=angleproject:1472
BUG=621240
Change-Id: I723839bd7961167adddcccc680638ae066eacea3
Reviewed-on: https://chromium-review.googlesource.com/1025645
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
99d492c2
|
2018-02-27T15:17:10
|
|
Use packed enums for the texture types and targets, part 2
This completes the refactor by using the packed enums in the gl:: layer
and in the backends.
The packed enum code generation is modified to support explicitly
assigning values to the packed enums so that the TextureTarget cube map
faces are in the correct order and easy to iterate over.
BUG=angleproject:2169
Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04
Reviewed-on: https://chromium-review.googlesource.com/939994
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
f81d17c2
|
2018-02-02T15:10:37
|
|
D3D11: Downsample when copying to emulated 16-bit texture formats.
BUG=angleproject:2313
Change-Id: Ic1e679164d82f3024bb6842c9af2716aa10feb76
Reviewed-on: https://chromium-review.googlesource.com/900042
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ceffd20c
|
2018-01-08T16:39:45
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Set colorspace of D3D pbuffers according to DXGI format
When a EGL pbuffer is created based on a D3D SRGB texture using
EGL_ANGLE_d3d_texture_client_buffer, SRGB conversions are performed as
if it was an SRGB surface. The value of EGL_GL_COLORSPACE now
reflects that correctly. If the pbuffer is bound to a texture and used
as a framebuffer attachment, querying GL_FRAMEBUFFER_COLOR_ATTACHMENT
also reflects that correctly.
The behavior is the same on both the D3D backend, where there is no
native interop involved, and on the GL backend using
WGL_NV_DX_interop(2).
There are a few limitations on the GL backend that relies on native
interop:
1. SRGB conversion for textures created this way can't be disabled
using the GL_FRAMEBUFFER_SRGB_EXT toggle that's exposed in ANGLE
through EXT_sRGB_write_control. This is now documented in the
EGL_ANGLE_d3d_texture_client_buffer spec. On the D3D backend this is
not a problem since EXT_sRGB_write_control is not supported either
way.
2. Creating a pbuffer out of a D3D11 texture with the format
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB does not work, even though it was
listed as one of the supported formats in the
EGL_ANGLE_d3d_texture_client_buffer spec. It's now mentioned that
support for this format is optional.
BUG=angleproject:2300
TEST=angle_white_box_tests
Change-Id: I70ee0646680805e4469291a5b2ce59e92fda009e
Reviewed-on: https://chromium-review.googlesource.com/866743
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
e1aa9219
|
2018-01-08T17:53:05
|
|
Create a new DeviceImpl each time one is requested from a DisplayImpl.
This makes sure that the Device to DeviceImpl ratio is always 1:1 and
avoids any potential double-deletion or unexpected deletion of
DeviceImpl objects.
BUG=742034
Change-Id: I778068ccd09b7478d3683123456062b94be242a1
Reviewed-on: https://chromium-review.googlesource.com/854627
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
f414121d
|
2017-12-12T15:08:07
|
|
D3D11: Fix program uniform buffer dity bits.
There were actually three missing state synchronization points:
1. When re-binding a uniform buffer, we had no dirty bits.
2. When modifying the Program bindings, we also had no update.
3. When triggering a dependent state update via BufferData.
This fixes all the missing syncs and adds tests for the cases.
Bug: angleproject:1390
Change-Id: I2f05766545784248bcca8308ae34ac5720237ab1
Reviewed-on: https://chromium-review.googlesource.com/823150
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
3dddccff
|
2017-11-14T16:44:36
|
|
Support RGB gl-tex-external stream consumers for StreamProducerNV12.
This makes it relatively simple to sample from a D3D11Texture of
arbitrary format.
From: https://bugzilla.mozilla.org/show_bug.cgi?id=1322746
BUG=angleproject:2233
TEST=angle_end2end_tests
Change-Id: I10cd3043b5cb0c5d36dd613467ba6c0ceadf41af
Reviewed-on: https://chromium-review.googlesource.com/758042
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d3e213bc
|
2017-11-27T18:33:41
|
|
Add a gl::AttribArray helper type.
This is a generic std::array sized to gl::MAX_VERTEX_ATTRIBS.
Bug: angleproject:2264
Change-Id: I788659ad25be5708dbab422ac4a16dff60abf154
Reviewed-on: https://chromium-review.googlesource.com/790750
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
85072e8f
|
2017-11-14T15:43:28
|
|
ES31: Fix detaching/deleting compute shader after LinkProgram.
This change also moves the ShaderType enum from D3D renderer to angletype.h.
And it uses a bit mask to track the linked shader stages.
BUG=angleproject:2247
Change-Id: I5c7ee1445d353a02e24549ffcf6b0ac694dd1069
Reviewed-on: https://chromium-review.googlesource.com/768629
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
92019431
|
2017-11-20T13:09:34
|
|
Make conversion from GL types to native bools consistant.
Some places would compare with "== GL_TRUE" and others with "!= GL_FALSE".
This behaviour is not in the OpenGL spec but "!= GL_FALSE" is the most
standard and follows the same rules as C and C++.
Remove un-necessary validation that params are either GL_TRUE or
GL_FALSE.
Update some internal storage from GLboolean to bool.
BUG=angleproject:2258
Change-Id: I12adbe2d24318a206521ca6ad1099ee7e2bf677e
Reviewed-on: https://chromium-review.googlesource.com/779799
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
42975644
|
2017-10-12T12:31:51
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|
Move incomplete texture logic to shared helper.
The incomplete texture handling is similar between the D3D and Vulkan
back-ends. We create 1x1 textures, initialize them to black, and bind
them when we detect incomplete textures. We would also bind incomplete
textures when we detect feedback loops. In the GL back-end, we
wouldn't detect feedback loops, and would allow the driver to handle
incompleteness.
Instead implement this in a shared helper class, and do the feedback
loop detection in the front-end for every back-end. This makes our
behaviour more consistent between back-ends, and prevents undefined
behaviour.
Because initializing multisample textures is tricky (they
can't be updated with TexImage calls) we do a bit of a workaround so
the back-end can clear the incomplete multisample texture initially.
This progresses the initial Vulkan textures implementation.
BUG=angleproject:2167
Change-Id: I79ddcc0711fcc986f2578a52ac6f701231d241ac
Reviewed-on: https://chromium-review.googlesource.com/700993
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a1506213
|
2017-09-21T10:49:18
|
|
Remove initialization of ImageD3D objects now that lazy init covers them
Inintialize all D3D11 texture allocations with dummy values in debug.
BUG=angleproject:2107
BUG=angleproject:1635
Change-Id: Ibcc6cc30480b32430563143f35f38dda16fdb83c
Reviewed-on: https://chromium-review.googlesource.com/678477
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
05b35b21
|
2017-10-03T09:01:44
|
|
D3D11: Lazy robust resource init.
This patch moves the robust resource init logic to the GL front-end.
Instead of initializing texture resources immediately on creation in
D3D11, it defers the clear until before a draw call in some cases, or
skips the update if we can determine if a texture (or other resource)
has been fully initialized.
Currently lazy init is only implemented for Textures, Renderbuffers,
and Surfaces.
Various places where lazy resource init is triggered:
* Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
* Texture operations (SubImage, GenerateMipmap, CopyTexImage)
Some efficiency gains remain to be implemented, such as when a
SubImage call fills the entire object. Similarly for Blit, and a few
other operations. In these cases we can skip lazy init as an
optimization. Edge cases with EGLImage are mostly untested.
BUG=angleproject:2107
Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
Reviewed-on: https://chromium-review.googlesource.com/576058
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
71c88b31
|
2017-09-14T22:20:29
|
|
Enable [[nodiscard]] for gl::Error.
This forces all return values to be checked for gl::Error.
Requires quite a bit of minor refactoring. I also added a macro to
swallow an error without returning from a function.
We could look at storing the errors in the Context at some point,
since almost always when we're generating errors that we need to
discard we have access to the Context as a parameter.
BUG=angleproject:2150
Change-Id: I457e48a30c002eda0993acbcd3180ba87bf169fb
Reviewed-on: https://chromium-review.googlesource.com/665173
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
c9fed8dd
|
2017-09-12T15:23:00
|
|
D3D11: Move TF state management to StateManager11.
This also changes the dirty TF object to use a Serial, which is more
secure for very edge-care reallocation issues. It also moves the
StateManager11::updateState call to be the very first thing that
happens in a draw call. This prepares the back-end for making the
state sync actually happen in Context11::syncState, instead of
inside the draw call.
Also moves a bit more TF management code out of RendererD3D and
Renderer9.
BUG=angleproject:2052
Change-Id: I93d033a07be2049023111975a31637c53893e8c8
Reviewed-on: https://chromium-review.googlesource.com/659229
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d63961d0
|
2017-09-12T15:22:57
|
|
D3D11: Move Constant Buffer state to StateManager11.
Also moves the logic of the constant buffer sync to
StateManager11. Removes a few of the remaining virtual methods in
RendererD3D.
BUG=angleproject:1390
BUG=angleproject:2052
Change-Id: Ia6c1c3949fff84323331510d80bbfb6e1665d294
Reviewed-on: https://chromium-review.googlesource.com/659226
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9d815378
|
2017-09-09T23:32:54
|
|
D3D: Refactor driver uniform application.
This is a preparation for more dirty bits. It moves the driver
constant buffer application into the state manager, redesigns
how the dirtiness is tracked (no more memcmp) and also removes
a couple of virtual calls.
BUG=angleproject:1390
BUG=angleproject:2052
Change-Id: I41a75c280600ad8ba1f23c721d436214a116422a
Reviewed-on: https://chromium-review.googlesource.com/659223
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c1d4e550
|
2017-08-21T12:01:10
|
|
D3D11: Select view in vertex shader
View selection can happen in the vertex shader through the optional
feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee
Reviewed-on: https://chromium-review.googlesource.com/628419
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
561ed3ae
|
2017-08-31T16:48:09
|
|
D3D: Keep a single dirty bit for uniforms.
This simplifies uniform management in D3D11. It will also facilitate
further optimizations.
Improves performance in a uniforms stress test by ~13% on a test
machine. (UniformsBenchmark.Run/d3d11_null_400_vec4)
BUG=angleproject:1390
Change-Id: Iba2c15d420396aa8fb4e8c451cba2b4dde7b4b77
Reviewed-on: https://chromium-review.googlesource.com/623930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3cb4894c
|
2017-08-18T10:03:01
|
|
Make TextureD3D::clearLevel work with depth/stencil.
Although we only used this method in one place that didn't need to
clear depth or stencil, the method itself doesn't seem like it should
be limited. It will become useful in later patches which initialize
depth and stencil textures robustly.
BUG=angleproject:2107
Change-Id: I7dc67608972f2b31c0cb4d309941be10f47d1d47
Reviewed-on: https://chromium-review.googlesource.com/585600
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
46d6c2b6
|
2017-08-16T14:58:36
|
|
D3D: Make some helper methods static.
A couple index data manager and Renderer helper methods didn't need
to modify state or use any local member variables, so we can make
them static to be more accessible from other parts of the code.
BUG=angleproject:1156
Change-Id: I522d0dfd396f0fed7b5087e90dcb70a0f9502a75
Reviewed-on: https://chromium-review.googlesource.com/616782
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4c56c607
|
2017-07-25T13:22:58
|
|
D3D: Make draw call translation check non-virtual.
We don't support this call in D3D9, so need for it to be in
RendererD3D. In general we want to have as few virtual calls in the
hot draw call path as possible. Also rename it to
'drawCallNeedsTranslation' (with inverted condition checks).
BUG=angleproject:1393
Change-Id: Ib212ec35aca4b5d45579acec65c20691b5853230
Reviewed-on: https://chromium-review.googlesource.com/584826
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1da00653
|
2017-06-20T17:16:25
|
|
Remove IndexRange in DrawElements functions
This change will remove IndexRange parameter in DrawElements functions.
And calculate it until we truly need it. Meanwhile we add direct
drawing path to avoid retrieving index range for DrawElements*
functions in D3D11 backend. This change may not bring much performance
improvement since we still need to retrieve index range in validation
at the beginning of every DrawElements* call entry point.
BUG=angleproject:1393
Change-Id: I86a8739c0893954c94eb398db62820ced7871565
Reviewed-on: https://chromium-review.googlesource.com/544634
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a779b610
|
2017-07-24T11:46:05
|
|
Smart caching of VAO input layout.
Don't recompute the cached attribute layout for a program if the
vertex array info hasn't changed. We can use the Serial class to
know when a vertex array has identical state.
BUG=angleproject:1156
Change-Id: Ia11f6ac268f63c3299f6d6d80c2866009cb8429c
Reviewed-on: https://chromium-review.googlesource.com/529768
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9603a956
|
2017-07-20T17:24:02
|
|
D3D11: Move applyShaders to StateManager11.
This also moves the shader application to happen before any of the
other state sync work. In order to do this, we must split off the
uniform application to happen after the viewport sync, because the
driver uniforms for the viewport size can change.
This prepares the D3D11 back-end for updating the programs before
a draw call, including refreshing binary cache entries.
BUG=angleproject:1156
Change-Id: Ie491e8ddb69ff44ebe076c56ebd39c4b46a4d2b2
Reviewed-on: https://chromium-review.googlesource.com/531797
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
253daa56
|
2017-07-20T17:24:01
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|
D3D: Split applyTextures into each back-end.
This paves the way for a dirty bits implementation for Textures, and
also will allow more precise ordering of the state update in D3D11.
The latter becomes important when moving the shader application.
Because the texture update can affect the built-in driver uniforms,
we neeed to update textures before we update the uniforms.
BUG=angleproject:1156
BUG=angleproject:1387
Change-Id: I995e095517c598d8672c6400d08a430da0e8339b
Reviewed-on: https://chromium-review.googlesource.com/580361
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
34bc315d
|
2017-03-29T14:56:01
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|
ES31: Implement multisampled Textures for D3D part.
Implement TexStorage2DMultisample api for d3d part.
BUG=angleproject:1590
TEST=angle_end2end_tests --gtest_filter=TextureMultisampleTest*
TEST=angle_deqp_gles31_tests --deqp-case=dEQP-GLES31.functional.texture.multisample.negative.fbo_*
Change-Id: Icbfba45b9c2965af02b54dd4060b7b49970cb74b
Reviewed-on: https://chromium-review.googlesource.com/457161
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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4928b7ca
|
2017-06-20T12:57:39
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|
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>
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fe54834f
|
2017-06-19T11:13:24
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|
Proliferate gl::Context.
This enables a few small things: it will enable making the platform
a property of the Display rather than a global. The same goes for the
global logging annotator. Also it ensures all back-end implementations
have access to the GL / EGL state when available.
Also introduces a smart pointer helper class to angleutils for objects
that prefer to be destroyed with a context (gl::Context/egl::Display)
parameter. We were using std::unique_ptr in a few places that would
not work well with these objects.
BUG=angleproject:1156
Change-Id: I59e288a3d6f766ff8a0f4b48ff3a1fbf7489daba
Reviewed-on: https://chromium-review.googlesource.com/529706
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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97ee6548
|
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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fb05bcba
|
2017-06-07T15:43:18
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|
Move the vk Serial class to renderer_utils.
This can be useful for other back-ends, for various types of state
management. Also redesign the class to use an opaque factory instead
of an increment operator. The class maintains the property of being
ordered. Also assume we don't overflow with 64-bit serials. We could
maybe redesign this to use 32-bit serials for memory constrained
situations, and handle overflow more gracefully.
I plan to use the serials to track state revisions for the vertex
array class, to avoid doing redundant work.
BUG=angleproject:1156
Change-Id: I02c78b228bc6e2fb3ee786fe67a4e607baaca18e
Reviewed-on: https://chromium-review.googlesource.com/529704
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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0fd806f1
|
2017-06-01T17:11:40
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|
D3D11: Consolidate Shader allocation.
Similar to the InputLayout init, this adds a small helper type to act
as a wrapper around shader init data (binary and size).
This also adds error trapping to the blit shader compilation. It also
removes the LazyResource2 class, and the CompileXS helper methods.
BUG=angleproject:2034
Change-Id: I3fd718393c8a0250e4263890f00d0e9147ec9567
Reviewed-on: https://chromium-review.googlesource.com/506776
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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b7d5e303
|
2017-06-01T16:04:46
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|
D3D11: Default init all textures.
The resource manager factory methods will use ClearView or zero-filled
buffers to set initial data. It assumes there are no 3D depth/stencil
textures. This will lead to some wasteful re-creation of RTVs in some
cases.
This is a temporary measure until we can implement more efficient
lazy resource init strategies.
BUG=angleproject:1635
Change-Id: I590e76587d3d96a359beedb79e21d24930e5f2e0
Reviewed-on: https://chromium-review.googlesource.com/503254
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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80616218
|
2017-05-17T15:40:03
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Support CHROMIUM_copy_texture for all formats on D3D11.
Adds a CPU readback and conversion path when the destination texture is
not renderable.
BUG=angleproject:1932
Change-Id: I71461ca991dc10dd636ff38e1ae20db2be0f8d63
Reviewed-on: https://chromium-review.googlesource.com/508308
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
73badc07
|
2017-03-29T19:14:53
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|
ES31: Implement glDispatchCompute for D3D backend
BUG=angleproject:1955
TESTCASE=angle_end2end_tests
Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf
Reviewed-on: https://chromium-review.googlesource.com/462067
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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151d5de6
|
2017-04-13T09:52:23
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|
Enable MSAA for texture client buffers
Enhancement to the EGL_ANGLE_d3d_texture_client_buffer extension to
allow use of a shared D3D texture that can be multi-sampled.
BUG=angleproject:1917
Change-Id: Iaf59bbd575a5dfb29345f55b549bc4017bf2d7d0
Reviewed-on: https://chromium-review.googlesource.com/446907
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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fc72a073
|
2017-03-24T14:52:39
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|
Update CHROMIUM_copy_texture entry points to the ES3 versions.
BUG=angleproject:1932
Change-Id: Ia45f8522320af1d747fbfb57468e8b881b033543
Reviewed-on: https://chromium-review.googlesource.com/459101
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
2597fb64
|
2016-12-09T16:38:02
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|
ES31: Refactor VertexArray for Vertex Attrib Binding
OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should
be split into two arrays:
1. an array of vertex buffer binding points, each of which specifies:
- a bound buffer object,
- a starting offset for vertex attribute data in that buffer object,
- a stride used by all attributes using that binding point,
- a frequency divisor used by all attributes using that binding point.
2. an array of generic vertex attribute format information records, each
of which specifies:
- a reference to one of the new buffer binding points above,
- a component count and format, and a normalization flag for the
attribute data,
- the offset of the attribute data relative to the base offset of each
vertex found at the associated binding point.
Current ANGLE implementation simply uses a struct to represent a vertex
attribute object, which does not meet the requirements above.
This patch aims to be the the basis of the implementation of all ES3.1
Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and
the class VertexArray to fit the new data layout and ensuring all current
functionality is retained.
BUG=angleproject:1593
TEST=angle_unittests, angle_end2end_tests, gpu_unittests
Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254
Reviewed-on: https://chromium-review.googlesource.com/418880
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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b123938d
|
2016-12-13T15:07:05
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|
D3D11: Add support to compile and link compute shaders
This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1.
BUG=angleproject:1442
TEST=angle_end2end_tests
Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a
Reviewed-on: https://chromium-review.googlesource.com/430199
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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417df92f
|
2017-01-12T09:23:07
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Revert "D3D11: Add support to compile and link compute shaders."
Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769
BUG=angleproject:1442
This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1.
Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84
Reviewed-on: https://chromium-review.googlesource.com/427229
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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2cd9d7e0
|
2016-12-13T15:07:05
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|
D3D11: Add support to compile and link compute shaders.
BUG=angleproject:1442
Change-Id: I13240e931e6f121d175d2cd6b41324d38bb39a5c
Reviewed-on: https://chromium-review.googlesource.com/405831
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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192745a7
|
2016-12-22T15:58:21
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|
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>
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408293f8
|
2016-12-20T10:11:45
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|
D3D11: Fix stale SRVs with tiny depth textures.
When the tiny depth texture would get re-created on change, it was
not freeing any cached SRVs which were pointing to the old tex.
Fix this by erasing the cache entry if the texure is recreated.
Also include a test which hooks into the workarounds to force
testing on every platform.
Also narrow the workaround to only apply to depth/stencil textures
which use these mips in GL, rather than D3D, where we always create
a full mip chain.
BUG=angleproject:1664
Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4
Reviewed-on: https://chromium-review.googlesource.com/421567
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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120040e2
|
2016-12-07T14:46:16
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|
D3D: Move some HLSL-specific code to a new folder.
This code doesn't actually call any D3D runtime methods, so it can be
included in our cross platform unit tests. Just include the varying
packing code for now.
BUG=angleproject:1296
BUG=angleproject:1638
Change-Id: I5c0ccccb00e1c13ca98448256be048f7cd0968ce
Reviewed-on: https://chromium-review.googlesource.com/417116
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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01074255
|
2016-11-28T15:55:51
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|
D3D: Implement multi-thread shader compilation.
Choose to use std::async for now to implement multi-threaded compiles.
This should work across platforms and also be usable for other
threading tasks. Note that std::async does not have a good way to
wait for multiple std::futures. Also the Linux compile of std::async
is broken due to a bug in an old STL version, so disable it on this
platform.
The implementation uses a static polymorphism approach, which should
have very good performance (no virtual calls).
This design leaves the door open for other future implementations,
such as a Win32 thread pool, or one based on angle::Platform.
BUG=angleproject:422
Change-Id: Ia2f13c3af0339efaca1d19b40b3e08ecca61b8e8
Reviewed-on: https://chromium-review.googlesource.com/413712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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2018c0ba
|
2015-12-08T11:48:51
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|
Add a EGL_ANGLE_d3d_texture_client_buffer extension.
Allows creation of pbuffers from D3D texture objects.
BUG=540829
BUG=angleproject:1144
Change-Id: If8ea717ef011608cd01357c217837133d726d3ea
Reviewed-on: https://chromium-review.googlesource.com/316804
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
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>
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|
87fbe1c2
|
2016-08-03T14:41:42
|
|
ContextImpl: only expose getResetStatus for robustness
This will allow each backend to implement this method separately. The
current set of ContextImpl methods used for robustness are slightly
D3D-centric.
BUG=angleproject:1463
Change-Id: I101f8ada2c49de4cf110db48b1e8380c52b50fb2
Reviewed-on: https://chromium-review.googlesource.com/365829
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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6230dd54
|
2016-08-23T15:20:03
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|
Check for OpenGL ES support when creating context
Support for an OpenGL ES version can come either through OpenGL ES,
OpenGL core or available extensions. The context creation should fail
if the requested OpenGL ES version is not supported.
BUG=angleproject:1477
TEST=angle_end2end_tests
Change-Id: I810d004a1bd62f75f162d775d3cf92c4283252a3
Reviewed-on: https://chromium-review.googlesource.com/374338
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3416ff3e
|
2016-08-04T10:13:21
|
|
D3D: Check for error before createTextureStorageEGLImage.
Previously we were just dumping any unexpected errors here. Fix this
by passing in the RT explicitly in the constructor, although we still
store the EGLImage pointer in case the RT changes.
BUG=angleproject:1455
Change-Id: Ie4d4a07c3a7b3a5ccc0a43c4e80bfc6ee43a676b
Reviewed-on: https://chromium-review.googlesource.com/365411
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
97073d12
|
2016-04-20T10:42:34
|
|
Implement CHROMIUM_copy_texture for D3D11.
BUG=angleproject:1356
Change-Id: I70246762411dbeeb3e291e317854139a68d80070
Reviewed-on: https://chromium-review.googlesource.com/339434
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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|
07529ff8
|
2016-06-04T02:19:03
|
|
Remove const qualifier from generateConfigs
Requested in https://chromium-review.googlesource.com/349353
BUG=angleproject:1362
Change-Id: I989757c2fb8f65d5afcfb177b7f8da1414871e6f
Reviewed-on: https://chromium-review.googlesource.com/349694
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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|
8b9b792d
|
2016-05-19T13:13:37
|
|
Make RendererD3D a bit smaller.
Move some D3D11-specific stuff into Renderer11, and remove a few
virtual methods that weren't needed to be virtual.
BUG=angleproject:1369
Change-Id: Id37e7271ffc28b089dbea123dca70f38c1a06ffb
Reviewed-on: https://chromium-review.googlesource.com/345913
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
0f2b1560
|
2016-05-13T16:15:35
|
|
Fix GenerateMipmap when base level or max level are set
According to GLES 3.0.4 section 3.8.10, GenerateMipmap should generate
levels based on the base level, and generate them at most up to the
max level. Levels outside the base/max level range should be unchanged
by GenerateMipmap.
The Texture class is fixed so that the image descs are set only for
the changed mipmap range when GenerateMipmap is called.
The D3D backend is fixed so that mipmap generation is correctly
started from the base level instead of level 0, and making sure that
mipmaps are generated only up to the max level. Generating mipmaps for
array textures is also fixed for cases where the base level depth >=
max(width, height) * 2.
The GL backend is fixed to sync texture state before GenerateMipmap is
called, so that base level and max level are set correctly in the
driver.
The GenerateMipmap entry point is refactored so that it has a separate
validation function and a context function which does the work.
Validation for out-of-range base levels is added.
New tests are added to verify the functionality. One corner case in
the tests fails on NVIDIA GL drivers likely due to a driver bug -
similar rules for GenerateMipmap are found from newer GLES specs and
also OpenGL specs (checked versions 3.3 and 4.4).
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Ifc7b4126281967fc4f6dc4f9452e5b01e39f83d7
Reviewed-on: https://chromium-review.googlesource.com/344514
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
53ea9cc6
|
2016-05-17T10:12:52
|
|
Replace rx::Renderer with rx::ContextImpl.
Previously Context had no Impl class, but had a special relationship
with the instanced Renderer class. Having a ContextImpl backing every
Context will allow new designs to enable things like multithreading
(where each ContextImpl stores a Context-specific device) or non-
virtual Contexts on Android or other platforms where it is more
efficient.
A large refactoring patch that touches every back-end.
BUG=angleproject:1363
Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e
Reviewed-on: https://chromium-review.googlesource.com/342052
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
bda75597
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
Reviewed-on: https://chromium-review.googlesource.com/341254
Reviewed-by: Ian Ewell <ewell@google.com>
|