src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp


Log

Author Commit Date CI Message
Stephen White 6e130d2b 2022-04-19T11:35:46 D3D: fix SSBOs used in vertex shaders. Use the total number of pixel shader outputs as the base UAV register for vertex and pixel shaders. This is less fragile than making the vertex shader depend on the number of draw-time pixel shader outputs. Add a test that exercises SSBOs in vertex shaders, varying the number of draw-time pixel shader outputs (which should have no effect on register assignment). Bug: angleproject:7156 Change-Id: I5801d59299275ea6d2569456d53c230e7e8ee5a9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3579501 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White 6803a2d0 2022-04-01T16:52:49 D3D11: implement SSBOs in pixel and vertex shaders. Since the 'u' register space for UAVs in pixel shaders is shared with render targets, and the number of render targets may vary depending on GL state, this required deferring register allocation until draw-time output in DynamicHLSL. Since non-compute shaders aren't able to immediately output the SSBO declaration, initial register allocation was broken out from ResourcesHLSL::shaderStorageBlocksHeader() into ResourcesHLSL::allocateShaderStorageBlockRegisters() with the former only called for compute shaders. These initial allocations are offset by the number of RTs at draw time. Since Raw UAVs may now be created at draw time for non-compute shaders, call markRawBufferUsage() from the Renderer11::draw*() entry points as it is from dispatchCompute*(). Bug: angleproject:7156 Change-Id: I6ab65af1ff36df0313e3c1f8f79661b1547ab9a2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3565562 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Jamie Madill 3a9f18f1 2021-10-18T10:44:38 Refactor program pipeline handling. In preparation for moving more code from gl::Program to gl::ProgramExecutable so it can be shared with ProgramPipeline. Bug: angleproject:6566 Change-Id: Icb7ecccb37ae8e0d7d5fef8968f0dd7ef6fe6150 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3226305 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill aac5d678 2021-10-20T11:48:57 Make "isCompute" private to ProgramExecutable. This eliminates uses of "isCompute" is the Vulkan back-end. Instead of checking the state flag, we can use the context of the current command to determine if we're running a compute or a graphics command. This will eventually lead to us being able to compile the program pipeline objects before we run a draw or dispatch command. Changes the driver uniforms descriptor desc to bind to both graphics and compute shader stages to simplify the code. This could have theoretical but low-risk performance implications. Bug: angleproject:6595 Change-Id: Ie30d419b6ece5b33f5066a034d3805fe96519b36 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3233903 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Steven Noonan 01341f94 2021-10-11T19:26:07 D3D11: implement EXT_clip_control This implements EXT_clip_control for the D3D11 renderer, so that I can use a reversed-Z depth buffer with ANGLE. Tested with angle_deqp_gles2_tests.exe --deqp-egl-display-type=angle-d3d11 --deqp-case=dEQP-GLES2.functional.clip_control.* and angle_end2end_tests.exe --gtest_filter=*D3D11* Bug: angleproject:6554 Change-Id: I1d11cd04a6654c28530b11104470f0cad0009abe Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3218659 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 1ca1589f 2021-09-13T10:56:58 Give GLES extension bools a vendor suffix. This is in preparation for auto-generation which will give all of these bools suffixes. Bug: angleproject:6379 Change-Id: I7e3f6c9b644c41a2165e6bf7b62d661fd352a250 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3158503 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
shrekshao 9349e262 2020-06-25T14:28:17 Fix multiDraw* with DYNAMIC_DRAW buffer usage Specialized Context11 impl to prevent promote Dynamic during MultiDraw. Add different buffer usage to MultiDraw and BaseVertexBaseInstance tests. Bug: angleproject:3402, angleproject:4754 Change-Id: I50e1a6fd6c8b6fd48f130c43545b895335d2e55b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2268581 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
shrekshao 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>
Sunny Sachanandani 3d5f0c82 2020-05-19T20:05:57 Use surface texture offset for clears and blits https://chromium-review.googlesource.com/c/angle/angle/+/2186176 added surface texture offset attributes for D3D11 pbuffer surfaces, but the implementation didn't apply the offset to blits or clears. This CL fixes that and includes a unit test for blit, clear, and draw. Also renames textureOffset to surfaceTextureOffset throughout since it's clearer, and fixes the dcomp surface test to specify the update offset returned by dcomp BeginDraw(). Bug: angleproject:2997 Change-Id: I9298ccf55cbb2d04c3b8f78e12f9d07dc8fa54b5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2210967 Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tim Van Patten d10ba166 2020-05-19T18:00:38 Rename ProgramState::getProgramExecutable() to getExecutable() The "Program" part of ProgramState::getProgramExecutable() is already implied by being part of a ProgramState, so it can be removed. Bug: angleproject:3570 Change-Id: I35ffb2af81196fa7f189f7d3a37158f5f1951141 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2209317 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
Alexey Knyazev 779a25a8 2020-04-27T02:11:58 D3D11: Migrate to the new blend state tracking Migrate D3D ClearParameters struct to the new color mask storage Bug: angleproject:4394 Change-Id: Ibeb64e4bbb2758b9c8271fc3c59d2d675850b0a8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2165886 Commit-Queue: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Sunny Sachanandani 4b225c70 2020-05-06T15:38:12 Add texture offset attributess for D3D texture pbuffer surfaces Add EGL_TEXTURE_OFFSET_X_ANGLE and EGL_TEXTURE_OFFSET_Y_ANGLE attributes to EGL_ANGLE_d3d_texture_client_buffer which are used to specify offsets used for rendering into the pbuffer surface backed by a D3D11 texture. Rendering with the correct offset is needed when Chrome gets a texture and offset from an external source e.g. when calling BeginDraw() on IDCompositionSurface. Bug: angleproject:2997 Change-Id: I363f739f3f05c38720f385e34c91e98fc6a622a0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2186176 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Tim Van Patten 7e0699a2 2020-02-05T17:04:06 Create the ProgramExecutable Class The ProgramExecutable class is being created to collect data structures that are common to both Programs and ProgramPipelines, as well as any shared functions. This allows callers to request the current ProgramExecutable from the State and make Program-/ProgramPipeline-specific queries without needing to know exactly which responded. This will also allow the necessary data structures to only be populated and stored within the ProgramExecutable when necessary and reused as often as necessary. Bug: angleproject:3570 Change-Id: I101f08ab03421894667b4a426a04d2147489f0e1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2040512 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b91d2630 2020-03-24T13:17:58 Speculative fix for assertion failure with samplers. This was crashing for example here: https://chromium-swarm.appspot.com/task?id=4b174a9710848410 https://chromium-swarm.appspot.com/task?id=4b214baec2ee7e10 With this stack: libglesv2!gl::TextureState::isBoundAsSamplerTexture libglesv2!gl::Texture::onUnbindAsSamplerTexture libglesv2!gl::State::unsetActiveTexture+0x9 libglesv2!gl::State::updateActiveTextureState+0x2d2 libglesv2!gl::State::updateActiveTexture+0x3aa libglesv2!gl::State::setSamplerTexture+0x4a1 libglesv2!gl::Context::bindTexture+0x1ab libglesv2!gl::BindTexture+0x99 chrome!GrGLFunction+0x1f chrome!GrGLGpu::bindTexture+0x1a0 chrome!GrGLProgram::bindTextures+0x1b9 chrome!GrGLOpsRenderPass::onBindTextures+0x50 chrome!GrOpsRenderPass::bindTextures+0x106 chrome!GrOpFlushState::bindTextures+0xf chrome!`anonymous namespace'::FillRectOp::onExecute+0xd3 It's unclear how we could end up with a Texture bound that doesn't go through the normal setter functions. I did see a potential hole where textures might not get an unbind call when a Context is torn down. This could lead to bugs in multi-context situations. This protects the set/unset functions in a helper class to ensure we always call onBind/onUnbind and forces the destructor to call unbind. Bug: angleproject:4490 Change-Id: Ied64e02bbe3a37efcab6cbdd4bf2d1b6dcb8b3ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2118254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
Brandon Schade a8c947c7 2020-02-06T08:53:16 Enabled GL_KHR_no_error Enabled GL_KHR_no_error added end2end tests for it Note that GL_KHR_no_error can only be enabled by setting the EGL attribute currently. Context flags are not currently supported. Bug: angleproject:1280 Test: angle_end2end_tests --gtest_filter=ContextNoErrorTest.* Change-Id: Ib5c73b8e284e3e4e5f800750ad6fcbef77be4285 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2068899 Reviewed-by: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Alexey Knyazev 605ab763 2020-02-24T19:43:32 D3D11: Implement OES_draw_buffers_indexed Existing CONSTANT_COLOR/CONSTANT_ALPHA limitation was generalized to independent blend states with draw call invalidation and a new end2end test. dEQP tests that are incompatible with this limitation result in INVALID_OPERATION and are marked as FAIL. D3D11 renderer always normalizes and deduplicates requested blend states based on their enabled features and bound framebuffer. Bug: angleproject:4394 Change-Id: I284796e18be71de1b5bfb087d36f6a45be4c3f70 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2070575 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Alexey Knyazev b8c6521a 2020-02-14T14:23:08 Reland "Move sampleAlphaToCoverage out of blendState" This is a reland of f6e73131c528b1317067624bc71c3ce41a48f9aa Aligned BlendStateKey fields Original change's description: > Move sampleAlphaToCoverage out of blendState > > This is the second step towards exposing OES_draw_buffers_indexed (that defines independent blend state for each draw buffer). This flag is global in all graphics APIs, however D3D11 technically puts it in the blend state. > > D3D11: BlendStateKey was extended to keep existing D3D11 state caching semantics. > > D3D9: a comment was added explaining why this feature was never implemented there. > > Bug: angleproject:4394 > Change-Id: Ie6a294eeb6fcf4c868a1f1001c4f7efd61692ccd > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057063 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Geoff Lang <geofflang@chromium.org> Bug: angleproject:4394 Change-Id: Ia7aed863f0f9f6066daf1b02ecade3256f494062 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2066698 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 38bb9fdf 2020-02-19T13:02:00 Revert "Move sampleAlphaToCoverage out of blendState" This reverts commit f6e73131c528b1317067624bc71c3ce41a48f9aa. Reason for revert: Crashes on Win10 FYI x64 Debug (NVIDIA) and Win7 FYI Debug (AMD) in the webgl CTS Original change's description: > Move sampleAlphaToCoverage out of blendState > > This is the second step towards exposing OES_draw_buffers_indexed (that defines independent blend state for each draw buffer). This flag is global in all graphics APIs, however D3D11 technically puts it in the blend state. > > D3D11: BlendStateKey was extended to keep existing D3D11 state caching semantics. > > D3D9: a comment was added explaining why this feature was never implemented there. > > Bug: angleproject:4394 > Change-Id: Ie6a294eeb6fcf4c868a1f1001c4f7efd61692ccd > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057063 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Geoff Lang <geofflang@chromium.org> TBR=geofflang@chromium.org,jmadill@chromium.org,lexa.knyazev@gmail.com Change-Id: I650624b5dfb7f2777c316906b9145a411243f42f No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:4394 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2062605 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Alexey Knyazev f6e73131 2020-02-14T14:23:08 Move sampleAlphaToCoverage out of blendState This is the second step towards exposing OES_draw_buffers_indexed (that defines independent blend state for each draw buffer). This flag is global in all graphics APIs, however D3D11 technically puts it in the blend state. D3D11: BlendStateKey was extended to keep existing D3D11 state caching semantics. D3D9: a comment was added explaining why this feature was never implemented there. Bug: angleproject:4394 Change-Id: Ie6a294eeb6fcf4c868a1f1001c4f7efd61692ccd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057063 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Alexey Knyazev caf7becc 2020-02-11T19:05:11 Move dither from blend state to rasterizer state Dither is technically not a part of blend state so it was removed from there as a first step towards exposing OES_draw_buffers_indexed (that defines independent blend state for each draw buffer). Rasterizer state seems to be the closest (although also not accurate) place for it to keep code changes to a minimum. ANGLE's D3D11, Vulkan, and Metal renderers ignore dithering altogether. Bug: angleproject:4394 Change-Id: Ib138624b9218851d18cd63e2033e8e8ac8ca71d9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2050464 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 0af8b596 2019-09-03T16:24:45 D3D11: Translate uniform blocks to StructuredBuffer when necessary fxc exhibits slow compile performance with dynamic cbuffer indexing. So when a uniform block contains only one large array member, which is an array of structures, translate this uniform block to a StructuredBuffer instead. Bug: angleproject:3682 TEST=angle_end2end_tests.UniformBufferTest.* Change-Id: Ife80dba8aae65b761737e095895e00a570230f88 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1782046 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Xinyi He 4c7db77e 2019-10-31T15:42:31 Vulkan: Set limitation on maxComputeWorkGroupCount According to Table 20.45 and Chapter 17 in the ES 3.1 spec, MAX_COMPUTE_WORK_GROUP_COUNT is get as a GLint by using GetIntegeri_v. However, it is an unsigned integer in the Vulkan. It needs to set limitation on maxComputeWorkGroupCount[] during translating. 1. Change the data type to GLint stored in Caps. 2. Ensure that the limitation is set during initialization. 3. Add workaround for angleproject:4120 Bug: angleproject:4066 Change-Id: I1659ba1d560e30b9599cace0feeab8a18890c3ff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1890586 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Ian Elliott <ianelliott@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a6206854 2019-10-24T12:55:09 Enable "-Wmissing-field-initializers". This is another warning required by Skia. This one didn't find anything that surprising. Enabling the warning does help enforce code consistency and avoids a bit of possible undefined behaviour. Bug: angleproject:4046 Change-Id: Ifec7f4afad49cd820bf3c0a79df3f46559473ee2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1877477 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Mingyu Hu 2d0e5b55 2019-08-27T13:49:07 GL_EXT_multisampled_render_to_texture extension. Part 2. For textures that use this extension, a multisampled texture is implicitly created for the texture. Upon write or read, the multisampled texture is either return to be drawn to or resolved and returned as a single sampled texture. This is the functionality change with end2end tests. Bug: angleproject:980428 Change-Id: I5776875a132fed7a3f4f00fb02f9e8e250684630 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1773717 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiacheng Lu 2c5d48a6 2019-08-23T09:28:35 Use FramebufferID in place of GLuint handle Bug: angleproject:3804 Change-Id: I5e1b5f1903b05a91468379e00ec130802315cdc2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769039 Reviewed-by: Jiacheng Lu <lujc@google.com> Commit-Queue: Jiacheng Lu <lujc@google.com>
shrekshao cd31f286 2019-06-25T14:22:41 Implement Draw base vertex and base instance functions This patch implements functionality of glDrawArraysInstancedBaseInstanceANGLE, glDrawElementsInstancedBaseVertexBaseInstanceANGLE, glMultiDrawArraysInstancedBaseInstanceANGLE, and glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE Workaround for OpenGL driver on Mac: gl_VertexID on Mac with AMD GPU doesn't include baseVertex value. So replace gl_VertexID with (gl_VertexID + angle_BaseVertex) if any. Workaround for Vulkan GLSL: gl_InstanceIndex on Vulkan includes baseInstance. So replace gl_InstanceIndex with (gl_InstanceIndex - angle_BaseInstance) when angle_BaseInstance is declared. Bug: chromium:891861, angleproject:3402 Change-Id: Ia1d94b5d4d7da7e635468c05c962c4f7eb1b1919 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1750126 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Stuart Morgan 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>
James Darpinian 7e48c9eb 2019-08-06T17:17:19 Add explicit integer casts WebKit uses the -Wshorten-64-to-32 flag which warns on these cases. Bug: 3439 Change-Id: I8c1de60da0f173ca2036e2120e79b857f5f2775f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1740866 Commit-Queue: James Darpinian <jdarpinian@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Jiacheng Lu 758b12fa 2019-07-17T14:55:38 Filter out redundant depth&stencil state updates 1. Compare updating values with active ones at frontend when depth&stencil related gl call happens and do not set any unnecessary dirty bits. 2. Remove d3d and gl backends' checking of depth&stencil states when detect any dirty bits, as it is now being done at frontend. 3. Modification to graphics pipeline description update, make sure it syncs with gl::State initial value. 4. Change gl_vk::CullMode return type to VkCullModeFlagBits, as it only represents single value. Bug: angleproject:3700 Change-Id: Id3aa5186455ee3a10a9c147edad13944e3e41098 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1706903 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>
Jiacheng Lu 7a5f35c4 2019-07-15T09:21:11 Filter out redundant glDepthRange calls 1. Compare depth range with active config in frontend when glDepthRange is called. It avoids triggering unnecessary backend update. Also remove depth range checking in D3D and GL backends as they are now done in frontend. 2. Change the clamp on far and near plane to ASSERT statement in vulkan backend, as clamp already been applied in frontend. Bug: angleproject:3696 Change-Id: I52ad420dc446d685b98d53690637a19553372873 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1702284 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 96682377 2019-07-08T11:06:27 Fix the RTV and SRV conflict This change fixes below error: Message 0: ID3D11DeviceContext::CSSetShaderResources: Resource being set to CS shader resource slot 0 is still bound on output! Forcing to NULL. Bug: angleproject:3658 Change-Id: I72d656cf61ffb7c39660c019eab980c39eafb70f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1688307 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Jamie Madill 4e71b2bc 2019-07-08T13:23:38 Framebuffer: Clean up query naming. Changes instances where we were querying 'color buffers' and 'depth buffers' to 'color attachments' and 'depth attachments', etc. Bug: angleproject:3611 Change-Id: I7af7d33e5204f21d288f5bcad997988d36eabfc5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1690679 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Shahbaz Youssefi 1cde0eab 2019-07-03T10:58:32 Vulkan: Add storage buffer support The storage buffers are placed in the same descriptor set as uniform buffers. Some refactoring is done to reuse code that handles UBOs to handle SSBOs as well. A good number of tests still fail as they test SSBOs in conjunction with compute shaders. Bug: angleproject:3561 Change-Id: Ia33c1f68e6f6402c746f5919ede87b2c308cf81c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1687126 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Anders Leino 1245f078 2019-06-25T13:51:29 Use D3D11 GetDimensions driver workaround for dynamic images Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects the implementation of the imageSize function in the D3D11 backend. Bug: angleproject:3100 Change-Id: I1e48f5df5e40caf49a4d07662aec587e98cf8388 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1677206 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 74e98f6c 2019-06-19T17:09:56 Use highestUsed() instead of size() Bug: angleproject:3548 Change-Id: Idd273cdfff5f175399dcc46bd40db52d6f4163b0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1666909 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Qin Jiajia 3b225597 2019-06-17T14:18:06 Fix the DispatchCompute error The error happens when a RWTexture is used in shader. However, there is no resource binding to it. We should clear the corresponding UAV in case the previous view type is a bufer not a texture. Meanwhile, this patch removes clearSRVs/clearUAVs since we use unsetConflictingSRVs/unsetConflictingUAVs to do the similar thing. Bug: angleproject:3512, angleproject:3548 Change-Id: I01752bb9bc6aca5b767599639c4dc613b4e2e2d2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1662017 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Stephen Martinis 88e03221 2019-05-31T12:06:28 Unset conflicting SRVs and UAVs D3D11 cannot allow the same (sub)-resource bound as both a SRV and an UAV at the same time. Unset conflicting SRVs and UVAs between render pipeline and compute pipeline. Bug: angleproject:3152 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I9cb8b902edbf987166a57af314af6b21a6874998 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1576504 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Jonah Ryan-Davis 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>
Qin Jiajia 3f2b4e7f 2019-06-11T14:47:59 Fix the crash in angle_deqp_gles31_tests This crash only happened on a compute test which following a render test. This root case was that after the render test, mVertexArray11 became an invalid pointer. However, compute test still went to the common path to use mVertexArray11. mVertexArray11 is never updated since compute shader doesn't need to triger DIRTY_BIT_VERTEX_ARRAY_BINDING. This patch adds checking to avoid compute test to use mVertexArray11. Besides, more ASSERT checking are added to convenient debugging. Bug: angleproject:3518, angleproject:1663, angleproject:2619 Change-Id: I446214110d762fc259899cef7635f369fa1f59a7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652866 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Qin Jiajia d68aff6c 2019-05-22T13:01:50 Fix the crash when the array size is not big enough. Previously, we used IMPLEMENTATION_MAX_DRAW_BUFFERS(8) as the array size of 'previouslyBound' which is used to record whether more than two different blocks are bound to a single buffer. However, when the underlying driver is d3d11_1, the max allowed shader storage blocks will be 64 which is larger than 8. An assert error will be met in push_back like below: Test case 'dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.45'.. ERR: push_back(250): ! Assert failed in push_back (../../src\common/FixedVector.h:250): mSize < N So we use 64 as the upper limit of max shader storage blocks. Bug: angleproject:3447 Change-Id: Ie76bfd15486c1ed02afca4283d6e70bdb4298cb6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1623794 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis 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>
Mingyu Hu ebab670c 2019-04-19T14:36:45 Adding new extension GL_OVR_multiview GL_OVR_multiview functions exactly the same as GL_OVR_multiview2. All GL_OVR_multiview2 tests now also repeat the same test using GL_OVR_multiview Bug: angleproject:3341 Change-Id: I7e5294fb6bbf7692535174a15da6a42e1b5fc4e2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1575904 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 6f0c5b8d 2019-05-04T10:00:02 D3D11: Fix potential invalid VAO access in dispatch. In some instances running a dispatch call could lead to accessing an invalid VAO pointer. This seemed to be tied to switching Contexts. Fix the bug by invalidating the cache pointers on Context switch. Note that it seems this bug can only affect ES 3.1+ Contexts. Bug: angleproject:3349 Change-Id: Ib712bcc29215b3fd1c8b7eb0cbd70dea649b3cfc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1594289 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Mingyu Hu 7d64c486 2019-03-12T14:27:40 GL_ANGLE_multiview has been renamed to GL_OVR_multiview2. changes include: 1) GL_OVR_multiview to GL_OVR_multiview2 extension directive change 2) Removal of all references to side by side. We no longer support multiple views in a single 2DTexture. Only 2DTextureArray's are supported 3) WebGL 2 (ES3) is required for multiview Bug: angleproject:3341 Change-Id: Ie0c1d21d7610f8feebdb2e4d01c6947f57e69328 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552023 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jonah Ryan-Davis 5646a7cc 2019-04-12T16:42:56 Uniform buffers not dirtied for gl_VertexID workaround on D3D11. Related to: https://chromium-review.googlesource.com/c/angle/angle/+/1520988 The program uniform buffers were dirtied for this edge case, but it should have been the driver uniform buffers. This CL fixes this and adds a tests case which catches this. Bug: 945903 Change-Id: I6142771e200513ed0251fc97cec68d371d39ec1a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565059 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shrek Shao <shrekshao@google.com>
Jonah Ryan-Davis eaf56133 2019-03-13T12:56:49 gl_VertexID is incorrect if offset argument to glDrawArrays is non-zero On D3D the vertex ID is always indexed from 0, unlike GL. The D3D backend had assumed the wrong behavior. This forwards the true offset to D3D by using the ConstantsBuffer. Bug: angleproject:3090 Change-Id: Ia19e3490503c97541af14979b75af0c94c67ab6b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1520988 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Enrico Galli c1c9fb1b 2018-10-18T11:41:50 ES31: Add atomic counter buffer support to D3D11 renderer Adds support for atomic counters to the D3D11 renderer using UAV. Bug: angleproject:1729 Test: angle_end2end_tests Change-Id: I2904ba62644685b7d91f7475bd80a81ae414993b Reviewed-on: https://chromium-review.googlesource.com/c/1451259 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Enrico Galli 8922ac23 2018-12-14T13:44:29 ES31: Enable glBindBufferRange on SSBOs in the D3D renderer This patch enables binding a subset of a buffer with glBindBufferRange on the D3D renderer. Bug: angleproject:2990 Test: angle_end2end_tests Change-Id: Ib15b6257891191e28801f52c539b8b2daa80fa68 Reviewed-on: https://chromium-review.googlesource.com/c/1409880 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jeff Gilbert 465d6090 2019-01-02T16:21:18 Add GL_ANGLE_provoking_vertex on D3D11 and GL. This extension is a subset of GL_ARB_provoking_vertex without the QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION query. Bug: angleproject:2829 Change-Id: I907a4d16b7b13d3bbfb948842091eedd7b6a8b77 Reviewed-on: https://chromium-review.googlesource.com/c/1410289 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ab2bfa81 2019-01-15T19:06:47 Enable Chromium clang style plugin for libANGLE. This fixes a few style warnings: * auto should not deduce to raw pointer type * inlined virtual methods are not allowed * non-trivial constructors and destructors should be explicit * inlined non-trivial constructors should not be in-class * missing override keywords Bug: angleproject:3069 Change-Id: I3b3e55683691da3ebf6da06a5d3c729c71b6ee53 Reviewed-on: https://chromium-review.googlesource.com/c/1407640 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Xinghua Cao f3179a6a 2018-07-12T16:22:06 ES31: Implement bindImageTexture binds a single layer on D3D backend Dynamically generate image2D variables' declaration and function definition in libANGLE. Bug: angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159 Reviewed-on: https://chromium-review.googlesource.com/c/1142885 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 76f66954 2018-12-18T17:59:00 ES31: Fix the bug that SSBO is active but not statically used If a SSBO is active but not statically used, there will be no UAV slot is bound. So we should skip this kind of block. Bug: angleproject:1951 Change-Id: I4d813ddefcce6c31fa02701f26148eb21c00f380 Reviewed-on: https://chromium-review.googlesource.com/c/1381847 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Jamie Madill 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>
Xinghua Cao 84412860 2018-12-21T17:41:24 Set dirty for uniform on D3D backend When uniform's value had been updated, set dirty and update its content on D3D backend. Bug: angleproject:2814 TEST=angle_end2end_tests.ComputeShaderTest .UniformDirty/ES3_1_D3D11 dEQP.GLES31/functional_image_load_store_cube* dEQP.GLES31/functional_image_load_store_3d* dEQP.GLES31/functional_image_load_store_2d_array* Change-Id: Ic135c140559925fe33790475d03dc608afa92384 Reviewed-on: https://chromium-review.googlesource.com/c/1387967 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Jamie Madill 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>
Jamie Madill 8dc27f99 2018-11-29T11:45:44 Use packed enum for DrawElementsType. The packing and unpacking take a few extra instructions. But it completely obviates the need for any switches in the validation code. Speed is slightly faster or the similar depending on the back-end. Also add gl_angle_ext.xml to GL entry point generator inputs. This was missing and would cause the code generation to miss certain changes. Bug: angleproject:2985 Change-Id: I1ea41a71db71135000166ead8305ec42d22ff7b3 Reviewed-on: https://chromium-review.googlesource.com/c/1351729 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill 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>
Jamie Madill bfe31c42 2018-10-25T17:03:47 Remove uses of DrawCallParams. Packing and referencing this structure was causing unnecessary draw call overhead. This improves performance on all the back-ends. Impacts the GL back-end the most. In total this patch series reduces overhead by up to 5%. Bug: angleproject:2933 Change-Id: Ief416ab874e481baf960d02965978a311214a146 Reviewed-on: https://chromium-review.googlesource.com/c/1299477 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 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>
Till Rathmann b8543630 2018-10-02T19:46:14 Support GL_OES_texture_border_clamp Added support for GL_TEXTURE_BORDER_COLOR and GL_CLAMP_TO_BORDER in OpenGL/OpenGLES, Direct3D9 and Direct3D11 backends. For integer textures in OpenGLES3 contexts these additional entry points are available now: void glTexParameterIivOES(enum target, enum pname, const int *params); void glTexParameterIuivOES(enum target, enum pname, const uint *params); void glGetTexParameterIivOES(enum target, enum pname, int *params); void glGetTexParameterIuivOES(enum target, enum pname, uint *params); void glSamplerParameterIivOES(uint sampler, enum pname, const int *params); void glSamplerParameterIuivOES(uint sampler, enum pname, const uint *params); void glGetSamplerParameterIivOES(uint sampler, enum pname, int *params); void glGetSamplerParameterIuivOES(uint sampler, enum pname, uint *params); BUG=angleproject:2890 TEST=angle_end2end_tests.TextureBorderClamp* Change-Id: Iee3eeb399d8d7851b3b30694ad8f21a2111f5828 Reviewed-on: https://chromium-review.googlesource.com/c/1257824 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill cd0a0a3c 2018-10-18T18:41:57 Introduce SubjectBindingPointer. We can share the same pointer for the subject binding and the binding pointer. This further allows us to optimize buffer re-binding. The shared memory increases cache coherency and reduces the number of instructions needed. Bug: angleproject:2891 Change-Id: Id3162fa79de203f75989e7289ea02cb2ea1bec73 Reviewed-on: https://chromium-review.googlesource.com/c/1270217 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 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>
Qin Jiajia a602f906 2018-09-11T14:40:24 ES31: Support shader storage buffer in D3D-API side. Bug: angleproject:1951 Test: angle_end2end_tests Change-Id: I0d8a4f8cf00fc7fd2d85315138e2b7457fd0b90c Reviewed-on: https://chromium-review.googlesource.com/1242846 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 38fe6840 2018-09-19T07:20:00 Remove secondary Texture rendering loop check. This check was not used. It applied only to rendering Feedback Loops. The behaviour is undefined in non-WebGL and for WebGL we have a separate validation check. Also update the feedback loop tests to ignore the current GL states. This change is based on feedback from the OpenGL ES working group. Bug: angleproject:2763 Bug: chromium:763695 Change-Id: I9882b4f9af2d43fc7b5604ff36dadcc79dfd378f Reviewed-on: https://chromium-review.googlesource.com/1228373 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
jchen10 99118c1c 2018-09-10T16:28:51 Improve dirtybits for compute For D3D11 backend, dirtybits are used to sync and update state for compute. For GL backend, mProgramUniformBuffersDirty, mProgramAtomicCounterBuffersDirty, mProgramImagesDirty are newly applied. Bug: angleproject:2814 Change-Id: Ia459ca26705b7c685179d64e0c934535bf16741f Reviewed-on: https://chromium-review.googlesource.com/1215245 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Qin Jiajia 155bfd11 2018-08-31T17:27:10 Fix that same resource is bound on SRV and UAV simultaneously This change makes sure that resource being set to UnorderedAccessView slot is not bound on ShaderResourceView and resource being set to shader resource slot is not bound on UnorderedAccessView. Bug: angleproject:2768 Change-Id: I52fc5bf5e76ccf8be61c59b2195459728f95e536 Reviewed-on: https://chromium-review.googlesource.com/1201324 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Xinghua Cao 913ff54d 2018-08-07T15:14:05 ES31: support compute shader uniform buffer on D3D backend BUG=angleproject:2759 TEST=angle_end2end_tests.ComputeShaderTest.UniformBuffer/ES3_1_D3D11 Change-Id: I92326c3a84f13b364aed0daf567b68f8a411ed2b Reviewed-on: https://chromium-review.googlesource.com/1164843 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Xinghua Cao 6dfdca83 2018-08-03T17:10:55 ES31: support compute shader sampling on D3D backend BUG=angleproject:2756 TEST=angle_end2end_tests.ComputeShaderTest.SamplingAndImageReadWrite/ES3_1_D3D11 Change-Id: I8f112227c5703fcaafffbd2262e6a039f869c483 Reviewed-on: https://chromium-review.googlesource.com/1161754 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 6d32cefd 2018-08-14T02:34:28 Use Observer pattern for Buffers in front-end. This will allow us to react to state change notifications for validation caching. It also cleans up some of the logic in the D3D11 State Manager. Bug: angleproject:2747 Change-Id: I85ed6404206c2b9bf504d552cf5751be56e62146 Reviewed-on: https://chromium-review.googlesource.com/1172086 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Till Rathmann c1551dc2 2018-08-15T17:04:49 D3D11 fix: Mipmapping was used although disabled via Sampler When using a sampler the texture was created as if it has mipmaps, regardless what you specified in GL_TEXTURE_MIN_FILTER via glSamplerParameteri() -- mistakenly the default value GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was evaluated. If you didn't provide mipmaps and didn't let the driver generate them this led to not sampling your texture data when minification occurred. BUG=angleproject:2772 TEST=angle_end2end_tests.Texture2DTestES3.MinificationWithSamplerNoMipmapping Change-Id: I195147e208129c6fa8686bb0d9aea6931b2f20b1 Reviewed-on: https://chromium-review.googlesource.com/1175910 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill 4787d70b 2018-08-08T15:49:26 Use active textures mask in GL and Vulkan. This also inlines a few accessors and changes the type of the texture cache. Bug: angleproject:2763 Change-Id: I82f3c508613f6284d835e8cb64808cfe26a56161 Reviewed-on: https://chromium-review.googlesource.com/1166142 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 7a5814e2 2018-07-27T08:12:50 D3D11: Use angle::Result error pattern. 3/3 This completes the initial refactor for the D3D11 back-end. Bug: angleproject:2738 Change-Id: I6bc59d6a1a724b3c64d6cd904e6748c2acf8f67d Reviewed-on: https://chromium-review.googlesource.com/1151452 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jamie Madill b1565903 2018-07-27T08:12:48 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>
Jamie Madill d91d15bd 2018-07-24T11:06:48 D3D11: Don't use ErrorOrResult in TransformFeedback11. Unblocks further return value refactoring for perf. Bug: angleproject:2738 Change-Id: Ie92aa656736f84b4e4ef6d4ab8e0377ad4afb2af Reviewed-on: https://chromium-review.googlesource.com/1142955 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 02b5328b 2018-07-24T11:06:47 D3D: Make computeOffset not use ErrorOrResult. Unblocks further error refactoring. Also cleans up some checked math logic. Bug: angleproject:2738 Change-Id: I0c9fba9bb908dfc8424921d0db9871241b86e7de Reviewed-on: https://chromium-review.googlesource.com/1142954 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill df0e48fe 2018-07-24T11:06:46 Buffer11: Don't use ErrorOrResult. This pattern isn't available when using angle::Result instead of gl::Error. Refactor the Buffer11 class to use gl::Error instead. This unblocks further return value refactoring for perf. Bug: angleproject:2738 Change-Id: I739044ae318c6b1fc40756a4f1fcadf609276c1a Reviewed-on: https://chromium-review.googlesource.com/1142952 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tobin Ehlis d7890bca 2018-06-29T11:57:22 Skip noop draws in the frontend If a draw does not have enough vertices for its primitive count to produce a primitive then skip it. If an instanced draw has 0 instances or not have enough vertices for its primitive count to produce a primitive then skip it. This means a Point with 0 vertices, a Line w/ 0-1 vertices, or a tri with 0-2 primitives. Updated some redundant code in the D3D11 backend. Draws below the minDrawCount will no longer be passed to the backend so updated the associated state in StateManager11 to only track the case where all primitives should be culled due to GL state settings. BUG=angleproject:2568 TEST=functional_transform_feedback_basic_types_interleaved_lines_lowp_int Change-Id: I9faa767c12004fcdec923ec70a8ee5615d789813 Reviewed-on: https://chromium-review.googlesource.com/1120849 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Rafael Cintron 05a449a7 2018-06-20T18:08:04 Replace reinterpret_cast with safer or no cast When casting types to one another in C++, the weaker the cast, the better. This change replaces instances of reinterpret_cast with static_cast or no cast where it safe and correct to do so. BUG=angleproject:2683 Change-Id: I99c9033614a65282ae1d78cf0f4b80fabd75877a Reviewed-on: https://chromium-review.googlesource.com/1109396 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei Shao a914f7ff 2018-06-08T10:07:41 Use ShaderMap in Statemanager11 - Part II This patch is the last patch of storing shader resources into ShaderMap in Statemanager11. This patch also splits several large functions into smaller one to make the code structure clearer. BUG=angleproject:2169 Change-Id: Id6d89976de0376b2479bd11d7551fc6f5b521c13 Reviewed-on: https://chromium-review.googlesource.com/1092511 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Jiawei Shao 81970bc3 2018-06-06T11:11:56 Use ShaderMap in DynamicHLSL and StateManager11 - Part I This patch is the first one of using ShaderMap in both DynamicHLSL and StateManager11 to make the code cleaner and more straightforward. BUG=angleproject:2169 Change-Id: I2b206d0250f5ced071cc1c3632367b16e5e02dfb Reviewed-on: https://chromium-review.googlesource.com/1089473 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Jamie Madill 2274b652 2018-05-31T10:56:08 StateManager11: Cache impl objects. Also requires putting the Framebuffer ID in the shared state object. Bug: angleproject:2575 Change-Id: I68e3af839a85798e01050560a67624a165d3ed2c Reviewed-on: https://chromium-review.googlesource.com/1067119 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jiawei Shao 54aafe58 2018-04-27T14:54:57 Use ShaderMap in Caps - Part I This patch is the first one of the series that organize implementation dependent resource limits on every type of shader into ShaderMap and clean up all the related code. In the next patch all such resource limits are put in the corresponding ShaderMaps. BUG=angleproject:2169 Change-Id: I40cb58c55b2e82df33221ddb36eff0abcd7e8b22 Reviewed-on: https://chromium-review.googlesource.com/1034108 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Corentin Wallez ad3ae90a 2018-03-09T13:40:42 Use packed enums for QueryType. BUG=angleproject:2169 Change-Id: I129a9d8e295859daa071a298dab9fe1895315cc0 Reviewed-on: https://chromium-review.googlesource.com/957318 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 69643438 2018-04-27T12:23:47 D3D11: Reorder VAO synchronization. The index range was being resolved in the call to VertexArray11::syncStateForDraw but the code which invalidates the input layout was being executed before this. BUG=837002 Change-Id: I4e00b53cdc51f8758b0e2ba9e2dfc93b5e22556c Reviewed-on: https://chromium-review.googlesource.com/1032633 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei Shao af2b33be 2018-04-19T10:01:52 Use ShaderMap in ProgramD3D - Part I This patch is the first part of using ShaderMap to contain shader information in ProgramD3D, including the refactoring on struct D3DUniform, D3DUniformBlock and ProgramD3DMetadata. In the next patch all shader information in class ProgramD3D will be organized in the form of ShaderMap. BUG=angleproject:2169 Change-Id: I27008169dbf6cd8017a67f36f474667feddbd1f6 Reviewed-on: https://chromium-review.googlesource.com/1018728 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill cc129377 2018-04-12T09:13:18 ImageIndex: Consolidate layer/cube face. In terms of the Texture or Image resource, a cube face refers to a layer of a 2D texture. This layer has a special meaning for cube textures, but it is represented as a layer with a layer index. Cube array textures are no different, they just use a different indexing scheme for the array layers. This also cleans up the ImageIndex helper to have a class structure with private data, and cleans up a few cases to use generic Make functions and iterators where they were setting properties of the index directly. This will make it easier to have ImageIndexes address entire levels of a Cube map in the future, and makes the layer count logic in Vulkan cleaner. Bug: angleproject:2318 Change-Id: Iea9842e233f974a9896282ca224cb001f7882bd1 Reviewed-on: https://chromium-review.googlesource.com/987525 Reviewed-by: Luc Ferron <lucferron@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
James Darpinian 78acf5b5 2018-04-10T20:39:06 D3D11: Fix primitive topology dirty bit tracking. syncPrimitiveTopology checks the transform feedback state, so it needs to be called whenever the transform feedback state changes. This fixes flakes in the WebGL 2 conformance test transform_feedback/simultaneous_binding.html Bug: 696345 Change-Id: I4e17bbf60b4a387cc23dc55bd5a051f5da9fa66e Reviewed-on: https://chromium-review.googlesource.com/1006489 Commit-Queue: James Darpinian <jdarpinian@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei Shao 3dd8d291 2018-03-30T09:39:09 Use ShaderBitSet for active use bits on uniforms BUG=angleproject:2169 Change-Id: I192c2e3c453540c8a6d7b0d066218ea3c9fbaab2 Reviewed-on: https://chromium-review.googlesource.com/989411 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 0946393d 2018-04-04T05:26:59 Move Buffer Subject/Observer to front end. This makes BufferImpl into an Observer Subject. It also refactors the Vertex Array updates for the D3D11 backend use more of a dirty bit coding style. This change makes it so Buffer contents changes trigger front-end dirty bits from the back-end, which may be undesirable. Bug: angleproject:2389 Change-Id: Iac8ce1171284a86851c18cd1373ddf24fcefe40b Reviewed-on: https://chromium-review.googlesource.com/979812 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill d7518622 2018-03-27T09:44:31 Buffer11: Refactor Subject/Observer pattern. Instead of having a direct/static observer distinction, add two messages for 'Contents Changed' and 'Storage Changed'. This makes Buffer11 itself the subject with two different message handling cases in the onSubjectStateChange methods. Bug: angleproject:2389 Change-Id: I645cd4b7cc7ce51cb7f48a01c7fc72939cbe89fe Reviewed-on: https://chromium-review.googlesource.com/957940 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill e403eef9 2018-03-27T09:50:00 D3D11: Add primitive type dirty bits. Bug: angleproject:1155 Bug: angleproject:2389 Change-Id: If410bc9e2ea97385def5d6a8a95d6bf6ea4c6a28 Reviewed-on: https://chromium-review.googlesource.com/948797 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jiawei Shao 385b3e03 2018-03-21T09:43:28 Use packed enums on shader types in ANGLE renderer This patch uses a packed internal enum ShaderType everywhere we need a shader type instead of the GLenum value of the shader type. This patch also uses program::getAttachedShader(type) everywhere we need to get gl::Shader from a program in ANGLE. BUG=angleproject:2169 Change-Id: I28a7fa1cfe35622c57a486932911110688eaadec Reviewed-on: https://chromium-review.googlesource.com/972844 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Ken Russell b9f92504 2018-01-27T19:00:26 Update stencil validation rules for WebGL Based on kbr's patch: https://chromium-review.googlesource.com/c/angle/angle/+/890605 Implements new rules in this revised WebGL conformance test: https://github.com/KhronosGroup/WebGL/pull/2583 BUG=chromium:806557 Change-Id: I84701dd7156f0bc4a45ba68e63cb962d2d54c2e5 Reviewed-on: https://chromium-review.googlesource.com/952567 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill d779f6a9 2018-03-23T01:44:33 D3D11: Refactor draw call functions. This allow for better code reuse for the Indirect draw calls. It also cleans up the InputLayoutCache to be only responsible for caching input layouts, and moves the logic for maintaining state into StateManager11. Bug: angleproject:2389 Change-Id: I84aae164bf1b94a394743cf58650adfdcfc2c17a Reviewed-on: https://chromium-review.googlesource.com/948796 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill dfebe9b2 2018-03-14T10:08:12 D3D11: Add dirty bits for Transform Feedback. After testing, it seems practially impossible to trigger a dependent state change in a Buffer that would affect XFB. Any buffer change would have to happen between a pause or begin/end of XFB, which would trigger a state update. Bug: angleproject:1155 Bug: angleproject:2389 Change-Id: Ic3c1dc7cec661a826909bb5647ddabda1d6fb7fc Reviewed-on: https://chromium-review.googlesource.com/948795 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6f5444da 2018-03-14T10:08:11 Remove HasIndexRange. This is superseded by the DrawCallParams class. Instead of storing the context, we also return an error from the index range resolution. Bug: angleproject:2389 Change-Id: I9e7d58f006f51872eb3b52cbb9efbee16fff7ef6 Reviewed-on: https://chromium-review.googlesource.com/960570 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 97ab26fc 2018-03-14T10:08:10 Move DrawCallParams to the gl front-end. Previously called DrawCallVertexParams. This params helper will be passed into the VertexArray state sync method so we can handle vertex attribute updates directly in the VertexArray implementation instead of deferring the updates to the draw call, where the draw call implementation method would have access to the draw call params. Also includes the full range of draw parameters to DrawCallParams so we can use it in more places. Refactoring change only, subsequent work will contain more refactoring and lead to code cleanups and easier dependent state updates for the VertexArray implementation classes. Bug: angleproject:2389 Change-Id: Ia84f8af54ae51eca94d8fb6f5b8adc88b8d981a7 Reviewed-on: https://chromium-review.googlesource.com/948787 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>