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d97b1c4a
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2021-12-10T16:27:08
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Metal: Refactor restartRange cache
Bug: angleproject:6784
Change-Id: I8a2e1df2ac621415d75708c0bba16f8ca17b0ce6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3331675
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
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da3db87e
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2021-07-06T14:00:58
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Upstream latest changes to Metal backend from Apple to 7/1/2021
This CL merges in the ANGLE changes between these two WebKit commits:
https://git.webkit.org/?p=WebKit.git;a=commit;h=8648b353ab1d7730438c2e08319e1a4d64982c31
https://git.webkit.org/?p=WebKit.git;a=commit;h=166e4924a52971d6a32ad48247a439b16c00e062
Include provoking vertex buffer out of bounds fix
from https://bugs.webkit.org/show_bug.cgi?id=230107
Fix bad merge of resetting of dirty bits, breaking
DepthStencilFormatsTest.DepthTextureRender test and perhaps others.
Disable GL_APPLE_clip_distance when the direct-to-Metal compiler is
active. It can not yet handle the gl_ClipDistance array.
Disable use of rectangular textures for IOSurfaces. Metal can bind
IOSurfaces to 2D textures, and this was passing all tests in the
SPIR-V Metal backend. Introducing rectangular textures breaks the
SPIR-V Metal backend, and the tests currently fail on the
direct-to-Metal backend.
Fix several bugs with ProvokingVertex, which was causing
both the SpirV and Direct backends to incorrectly draw
indices.
(https://bugs.webkit.org/show_bug.cgi?id=230107)
Skip the following tests on the Metal backend which is still failing
RobustResourceInitTestES3.BlitDepthStencilAfterClearBuffer
GLSLTest_ES3.GLVertexIDIntegerTextureDrawArrays/ES3_Metal
With these changes, angle_end2end_tests again runs to completion.
Bug: angleproject:6395
Change-Id: I3cc58f531426a95fc8f177a4ad87f56c1855a546
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3167010
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kyle Piddington <kpiddington@apple.com>
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d33a2222
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2021-04-26T16:56:15
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Upstream Apple's direct-to-Metal backend: compile libANGLE.
This change is meant to merge the metal backend changes from Apple's
direct-to-Metal backend. Taken from Kyle Piddington's CL:
https://chromium-review.googlesource.com/c/angle/angle/+/2857366/
The goal of this CL is to merge the metal backend code in a state
that compiles, but not to switch the Metal backend over to using
the direct-to-metal backend yet.
Bug: angleproject:5505
Bug: angleproject:6127
Change-Id: If6783e06e0086b3a1dd25c6f53caca5cfc96cb86
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2950067
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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cb6176f3
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2020-09-29T01:08:00
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Metal: Support tri-fan & line-loop with primitive restart
Triangle fan:
- If primitive restart is NOT enabled and there is no active render
pass, use Compute Shader to generate indices.
- If primitive restart is enabled, use CPU to generate indices.
Line loop:
- If draw non-instanced without primitive restart, generate and
draw only one additional last segment (fastest).
- If draw instanced, primitive restart is NOT enabled, and there is no
active render pass, use Compute Shader to generate indices (OK).
- Otherwise, use CPU to generate indices (slowest).
Also Disable OcclusionQueriesTest.ClearNotCounted failure on NVIDIA.
Bug: angleproject:2634
Bug: angleproject:5307
Change-Id: Ia5529825807a964f5fcb2a4af8844778896cd42a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2435859
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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1677cf14
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2020-09-13T20:14:59
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Metal: Implement Uniform buffers
Uniform buffer is implemented in two forms:
- If number of ubo used in shader program is low, each buffer will use
one discrete Metal buffer slot.
- If number of ubo used is large, they will be embedded into one Metal
argument buffer. Argument buffer is similar to Vulkan descriptor set.
This is due to limit of number of Metal's discrete buffer slots which
is only 31 and over half of them are already used by vertex
attributes, default uniforms, driver uniforms, etc. The downside is
that whenever a buffer binding is changed, the argument buffer must be
updated also.
Added empty TransformFeedbackMtl implementation to enable ES3 context
creation on Metal.
Bug: angleproject:2634
Change-Id: I69325696fac735cb45ab88ab55468c0991abc317
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408593
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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bdecaf33
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2020-08-04T20:16:27
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Metal: Implement PBO.
Bug: angleproject:2634
Change-Id: I77f085227298bf46361825d1886e04830dc9987a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336558
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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ab372311
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2020-05-14T23:27:06
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Metal: refactor RenderUtils to split into multiple util classes.
This is useful for later modifications where blit/clear could be further
categorized based on texture format type (float/integer).
Bug: angleproject:2634
Change-Id: I877abd21761af9e91657686a60e189a43a33e3f4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193195
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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ab42afa6
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2019-11-21T10:13:44
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Metal: fix vertex attribute's conversion lost after changing buffer binding.
After vertex buffer's attribute is converted and stored in conversion
buffer. Binding the same attribute to another buffer, then binding it
back to previous buffer will result in previous conversion
information lost. The conversion method would skip the conversion due to
buffer's content hadn't been changed, however it didn't reuse the old
conversion result.
This CL also changed the way binding offset is used in Metal backend.
- Previous, the offset would be assigned to the offset field of
MTLVertexAttributeDescriptor, then the buffer would simply be bound to
the command encoder with offset=0
i.e. setVertexBuffer(buffer, index, 0)
- However this approach has several disadvantages. Since Metal doesn't
allow MTLVertexAttributeDescriptor's offset to be larger than the
vertex attribute's stride, the old approach would force the back-end
to convert the attribute and store in conversion buffer.
New approach:
- MTLVertexAttributeDescriptor's offset will be zero. The offset will be
used to bind the buffer itself to the render command encoder.
i.e. setVertexBuffer(buffer, index, offset)
This way the "offset <= stride" restriction no longer exists. The only
restriction is the offset must be multiple of attribute's size.
Added 3 new tests:
- SimpleStateChangeTest.RebindTranslatedAttribute
- VertexAttributeTest.DrawWithLargeBufferOffset
- VertexAttributeTest.DrawWithLargeBufferOffsetAndLessComponents
Bug: angleproject:2634
Change-Id: I6c2fa8091436e4a24405d791f86d17d97df02d64
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1940009
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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fe26bae4
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2019-10-29T18:38:53
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Metal backend implementation pt 2
This is without Metal specific shader translator implemented yet.
Bug: angleproject:2634
Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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d200a77a
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2019-10-10T00:44:01
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Metal backend skeleton implementation.
Bug: angleproject:2634
Change-Id: I34be82f4a80a6851fecb53a51e069b134d82613a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1849079
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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