|
8a401051
|
2020-11-19T07:58:05
|
|
Vulkan: Support OES_sample_variables extension
Enable OES_sample_variables extension on Vulkan backend.
Add support for built-in variables, uniform state and constants
- gl_SampleId, gl_SamplePosition, gl_SampleMask,
gl_SampleMaskIn
- gl_NumSamples
- gl_MaxSamples
Bug: angleproject:3588
Tests: dEQP-GLES31.functional.shaders.sample_variables.*
KHR-GLES31.core.sample_variables.*
Change-Id: Idf37c7b4ccb0331dbda7acd6389ff4e1022ba959
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2477907
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
8d63a7fc
|
2020-11-17T15:15:44
|
|
Basic support for running deqp khr gles32 tests
Bug: angleproject:3647
Change-Id: Ia707ffcd41926662d1513f1a3bf49149b76f6b9c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2544920
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2eb85a5b
|
2020-11-12T18:37:26
|
|
Vulkan: Experimental: forcing highp to mediump in fragment shader.
Handy code for debug/experiment that forces highp in fragment shader to
mediump.
Bug: b/173140243
Change-Id: I1841b67862343df8a12bf302066d7eefd7709604
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2537072
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
43acf3ba
|
2020-07-31T15:43:57
|
|
GL: Compiler changes for GL_OES_texture_buffer
This extension is core in GLES 3.2
This CL enables the extension, added 412 new dEQP tests for texture
buffer. 410 of these tests pass, but there are two tests that fail,
detailed in anglebug.com/4933
Also includes a fix for completeness checks.
Based on a CL by Jonah Ryan-Davis.
Bug: angleproject:3573
Bug: angleproject:4933
Change-Id: I45759d765c88c64f21b592eab01d910dc4bc8da3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2521239
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
e895ced6
|
2020-10-29T09:06:00
|
|
Vulkan: Add OES_shader_image_atomic support
Add support for shader builtins and enable the extension.
Bug: angleproject:3578
Tests: dEQP-GLES31.functional.*image_atomic*
Change-Id: Idd45b2ee62efe1474c6c5947c77da64ff2221bf6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2505540
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
5d0458fa
|
2020-10-23T12:52:34
|
|
Vulkan: Add OES_shader_multisample_interpolation support
Support OES_shader_multisample_interpolation extension if
maxInterpolationOffset >= 0.5
Bug: angleproject:3589
Tests: dEQP-GLES31.functional.shaders.multisample_interpolation.*
dEQP-GLES31.functional.state_query.multisample_interpolation.*
Change-Id: I42997f10be82e3be8b63c56833cbbf791bf4be9b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2477905
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
7a0faa82
|
2020-09-24T20:15:26
|
|
Revert "Pass #pragma optimize setting down to compilation."
This reverts commit 499173de1c91932ba272269cab6918bf7e8d7c11.
Reason for revert: Causes unexpected HLSL compiler errors in some
cases. See bug.
Bug: angleproject:5094
Original change's description:
> Pass #pragma optimize setting down to compilation.
>
> This will allow us to disable optimizations in the back-end. This can
> be useful both for developers and for ANGLE to disable very slow
> shader compilation on D3D11.
>
> Also apply this pragma to VerifyMaxVertexUniformVectorsWithSamplers.
> Reduces compilation time by half in local testing.
>
> Bug: angleproject:5076
> Change-Id: I64ad576e11b9cee5b41f8af0d3621570304d65c2
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2420749
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
TBR=geofflang@chromium.org,jonahr@google.com,jmadill@chromium.org
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: angleproject:5076
Change-Id: I733e788fe8e9421ae0af662c0eb51af1ed79dde3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2429517
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
499173de
|
2020-09-20T10:42:56
|
|
Pass #pragma optimize setting down to compilation.
This will allow us to disable optimizations in the back-end. This can
be useful both for developers and for ANGLE to disable very slow
shader compilation on D3D11.
Also apply this pragma to VerifyMaxVertexUniformVectorsWithSamplers.
Reduces compilation time by half in local testing.
Bug: angleproject:5076
Change-Id: I64ad576e11b9cee5b41f8af0d3621570304d65c2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2420749
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
7e815c77
|
2020-07-08T13:43:40
|
|
Implement EXT_shadow_samplers
Bug: angleproject:4863,b/161716126
Change-Id: I6beb45d91f59a851787c9f40b40266fb985198d5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2288330
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: back sept 10 - Jamie Madill <jmadill@chromium.org>
|
|
eadc387c
|
2020-04-01T16:53:31
|
|
GL: Support GL_OES_texture_cube_map_array in shader translator
GL_OES_texture_cube_map_array is core in 3.2. This CL adds support
for this extension in the shader translator.
Now passes dEQP.KHR_GLES31/core_texture_cube_map_array.*,
dEQP.GLES31/functional_fbo_color_texcubearray_*, and
dEQP.GLES31/functional_opaque_type_indexing*samplercubearray* with GL backend.
Bug: angleproject:3584
Change-Id: I1a8485c7d9d3fffb9b5109d292b35b0c56a3c665
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2133086
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
dadd1986
|
2020-04-21T01:50:00
|
|
Implement GL_APPLE_clip_distance
- Built-in variable gl_ClipDistance has been added to compiler.
- Desktop GL: gl_ClipDistance is supported since GL 3.0. Enable/Disable
each gl_ClipDistances[i] works out of the box via glEnable().
- Vulkan/Metal: Use uniform variable to control writing to each
gl_ClipDistance. One bit flag controls one element in the gl_ClipDistance
array. The writing to the disabled element in vertex shader will be
ignored, and turned into zero assignment instead.
- Direct3D/Mobile GL: Not implemented yet.
- Added ClipDistanceTest to gl_tests and compiler unittests.
- GL_APPLE_clip_distance is a subset of GL_EXT_clip_cull_distance, so
GL_EXT_clip_cull_distance could be implemented in future if needed.
Bug: angleproject:4452
Change-Id: I571ac8b56826989808a680226a04bec4cf59988e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2084324
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
dee4d7a5
|
2020-04-10T10:22:56
|
|
Vulkan: Early fragment tests optimization
Checks if early fragment tests as an optimization is feasible and enable
it if we can. In the link time, if context state diagrees with
optimization (in rare case), then remove the
ExecutionModeEarlyFragmentTests sprv op code.
Bug: angleproject:4508
Change-Id: Ifbb06c0ffb050a9f3ddb16ab50362e908b4b9cf6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2136490
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
|
|
ca2b6e1f
|
2020-03-19T16:30:21
|
|
Vulkan: Implement EXT_shader_non_constant_global_initializers
Enables the translator to handle non-constant global initializers in
all essl versions iff the shader enables the extension to do so.
Bug: angleproject:4468
Test: angle_end2end_tests --gtest_filter=ShaderNonConstGlobalInitializerTest.*
Change-Id: I8f138c12fc83d2f38ff8f45ca9133222b01e4087
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2102959
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
|
|
a1ceb87b
|
2020-02-25T11:58:19
|
|
Vulkan:Refactor precision emulation code
GLSL, ESSL, and HLSL translators all had the same code to emulate
precision so migrate that code to base class.
This is a structural change to prepare for honoring precision
qualifiers in the Vulkan translator as well, which is done in a
follow-on commit.
Bug: angleproject:3078
Change-Id: Id85bba83543189e3bbc4002be92b056e63afc8de
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2072644
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Tobin Ehlis <tobine@google.com>
|
|
e4859ae5
|
2020-01-27T15:21:58
|
|
Fix re-enabling ARB_texture_rectangle
My earlier change https://crrev.com/c/1991969 had a bug. If
ARB_texture_rectangle is disabled once, it can't be re-enabled because
the extension behavior entry is deleted. ResetExtensionBehavior needs
to restore it.
Bug: angleproject:3770
Change-Id: Icf96acece8ea8d17287c8d09fb4849b61c9c2a36
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2023398
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
|
|
eca11cc8
|
2020-01-28T14:18:40
|
|
SH_CLAMP_INDIRECT_ARRAY_BOUNDS logic update
Remain the old hardware requirement for turning on clampArrayAccess. But
also turns it on universally for WebGL context. So that we won't suffer
from clampArrayAccess not handled properly on some compute shader deqp
tests.
Bug: chromium:1042252, angleproject:4361
Change-Id: Ib11affd6df27ce7d2100980d2b8decdee36876e8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2026029
Reviewed-by: James Darpinian <jdarpinian@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shrek Shao <shrekshao@google.com>
|
|
571ceb5f
|
2020-01-24T13:11:54
|
|
Turn on clampArrayAccess globally but off for compute shaders
out-of-bounds-uniform-array-access.html could fail on Linux Nvidia
OpenGL even if GL_KHR_robust_buffer_access_behavior is available.
Turning clampArrayAccess on globally but turn it off for Compute Shader,
which is not used by WebGL so should be okay.
FYI: The failures when turning this on globally are all in compute shaders.
One could be fixed by using int cast instead of float for the clamp
modifier. The other is due to array.length() couldn't return correct
result for array in SSBO.
Bug: chromium:1042252
Change-Id: Ic6f7adae4600d35207646881b18990a0c25a889a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2020463
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
230e14dd
|
2020-01-21T23:32:06
|
|
Add support for layout(early_fragment_tests) in;
Bug: angleproject:4314
Change-Id: I37b228f37201cc4188834e68459cd7294727c3ac
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2014240
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
ffdd58f5
|
2019-12-28T15:34:41
|
|
Fixing OVR_multiview and OVR_multiview2 issues
Found two issues when native OVR_multiview and OVR_multiview2 extensions are generated.
1. OVR_multiview got replaced by the OVR_multiview2 in the translated shader (ESSL & GLSL)
2. Duplicate #extension OVR_multiview2 (for Fragment & Vertex) and 'layout (num_views=x)' (for Vertex) got generated into the translated shader.
Bug: angleproject:4247
Change-Id: I9a550883eeb326d95af4557578f8202a9493f4ec
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1983802
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
27db2458
|
2019-10-03T13:46:28
|
|
Optimize disabling ARB_texture_rectangle
In https://crrev.com/c/1838418 I added the ability to disable
ARB_texture_rectangle so that we can use it in the WebGL implementation
but disable it when compiling user shaders. Unfortunately disabling
and re-enabling the extension causes the shader translator to be
reinitialized which turns out to be more expensive than the actual
work of shader translation, at least for small shaders. It's slow enough
to cause timeouts in WebKit's WebGL conformance test runs.
This introduces an alternate method of disabling ARB_texture_rectangle
in the translator which is much faster because it avoids reinitializing
the translator.
Bug: angleproject:3956
Change-Id: I5d31b683ff19a59bdfd289cfd3c609f64ef5e25b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1991969
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
|
|
795a3559
|
2019-12-03T11:31:18
|
|
Vulkan: EXT_gpu_shader5 support: precise
The precise keyword is used in tessellation shaders but introduced in
this extension.
EXT_gpu_shader5 introduces a handful of features to shaders. This
change only implements the `precise` keyword.
Bug: angleproject:3569
Change-Id: I2252b79098eb8ba2d2faa040d7eaed7548b7051e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1939851
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
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33a00efd
|
2019-11-27T09:21:45
|
|
Add Compute Shared Memory Size Validation
Add tracking of shared memory declarations in compute shaders.
Test:
angle_deqp_gles31_tests --gtest_filter=dEQP.GLES31/functional_debug_negative_coverage_callbacks_compute_exceed_shared_memory_size_limit
Bug: 4173
Change-Id: If2a86d467a82f73fa5b2ee0ced752701acfe1872
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1934653
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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b3070102
|
2019-10-18T16:01:34
|
|
Add SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR
This is a workaround for the webgl2 conformance test case
WebglConformance_conformance2_glsl3_vector_dynamic_indexing_swizzled_lvalue.
Dynamic indexing of swizzled lvalue like "v.zyx[i] = 0.0" is problematic on
various platforms. This removes the indexing by translating it this way:
void dyn_index_write_vec3(inout vec3 base, in int index, in float value){
switch (index) {
case (0):
(base[0] = value);
return ;
case (1):
(base[1] = value);
return ;
case (2):
(base[2] = value);
return ;
default:
break;
}
if ((index < 0))
{
(base[0] = value);
return ;
}
{
(base[2] = value);
}
}
...
dyn_index_write_vec3(v.zyx, i, 0.0);
...
Bug: chromium:709351
Change-Id: I971b38eb404209b56e6764af1063878c078a7e88
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1869109
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1d02157e
|
2019-09-24T10:54:40
|
|
Only enable shader array size restrictions for HLSL
Shader arrays are currently restricted to 64K entries for all translator
back ends. This is being changed to just HLSL, since the other back
ends appear to have support for larger sizes.
Bug: angleproject:3865
Test: dEQP-GLES31.functional.compute.basic.copy_image_to_ssbo_large
Test: dEQP-GLES31.functional.compute.basic.copy_ssbo_to_image_large
Test: ComputeShaderTest.VeryLargeArrayInsideFunction/*
Change-Id: I9a9d1322e24b3206debdea6a3fd517b4d6869ed9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1821943
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
90a58622
|
2019-09-04T15:39:58
|
|
Refactor ShaderVariable to Remove Specializations
The following structs are being refactored and moved into the parent
struct ShaderVariable:
VariableWithLocation
Uniform
Attribute
OutputVariable
InterfaceBlockField
Varying
Bug: angleproject:3899
Test: CQ
Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
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>
|
|
d7d42540
|
2019-08-21T15:22:49
|
|
Don't build symbol table for GLSL built-ins if on Android
The GLSL + ESSL autogenerated symbol table is too large for
android, and android also doesn't need desktop GL functionality
If on android, compile the ESSL only symbol table
Bug: chromium:996286
Change-Id: I14dfc7748dae389e78c35f82a390c67962665356
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1757372
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
472c74c6
|
2019-08-19T16:32:13
|
|
Translator: Allow tree validation in children of TCompiler
This is to be able to perform validation inside TranslatorVulkan, even
if it's through ASSERTs.
Additionally, every transformation is changed such that they do their
validation themselves. TIntermTraverser::updateTree() performs the
validation, which indirectly validates many of three tree
transformations. Some of the more ancient transformations that don't
use this function directly call TCompiler::validateAST.
Bug: angleproject:2733
Change-Id: Ie4af029d34e053c5ad1dc8c2c2568eecd625d344
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1761149
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@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>
|
|
f2412bca
|
2019-07-16T15:47:34
|
|
Get rendering to texture working
Other small fixes for desktop compatibility
Bug: angleproject:3620
Change-Id: I8e75bce1f850fb891c8bb6e16f79302a6d59276c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707932
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f92fc916
|
2019-07-15T22:39:23
|
|
Vulkan: Compute shader support
A DispatchHelper class is created as the equivalent of FramebufferHelper
as a command graph resource. There's currently a single dispatcher and
all dispatch calls are recorded on that. Context dirty bits are set up
in such a way that graphics and compute workloads are independently
handled, so that issuing a dispatch call wouldn't cause a framebuffer's
render pass to rebind resources.
Bug: angleproject:3562
Change-Id: Ib96db48297074d99b04324e44b067cfbfd43e333
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1688504
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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1d672749
|
2019-07-08T15:42:05
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|
WGL implemetation for OpenGL tutorial
Fixes to make WGL implementation work with OpenGL tutorial
- Give directive parser the correct shader spec when on Desktop GL
- Minor changes to parse Desktop GL shaders
- Moved clientType parameter from Context to Context->mState
- Minor fixes to WGL functions
Bug: angleproject:3666
Change-Id: I01ddb828f6d581ad445f49942589436849eae5d9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1693244
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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cdab03aa
|
2019-06-18T17:24:54
|
|
Add flags to shader translator to emulate gl_BaseVertex and gl_BaseInstance
Adds support for translating gl_BaseVertex and gl_BaseInstance for implementation of
GL_ANGLE_base_vertex_base_instance.
They will only be available in WebGL 2. Since there's no gl_VertexID and
gl_InstanceID in WebGL 1. It won't be very useful to add them to WebGL
1.
Mostly follow pattern of gl_DrawID of GL_multi_draw
BUG=angleproject:3402,chromium:891861
Change-Id: Ifcd990c52d12f6814127b904e61a779b8d382e0c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1666361
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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b7418a17
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2019-07-03T13:53:11
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|
Restore flatten invariant behavior
This was removed with a previous commit to fix behavior of invariant
pragma overall, however, the flattening is still needed for the initial
translation step of webGL VSs.
This change restores the flattening as it previously existed, however it
is now only applied to VS outputs. FS inputs are no longer flattened as
the previous fixes preclude the need for that workaround any longer.
Bug: 980675
Change-Id: Ia3c0471e24cae2905eb0d7bde153091e4d3829b4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1687788
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Tobin Ehlis <tobine@google.com>
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4fbbdb15
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2019-06-28T14:17:13
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|
texture3D: Compiler changes for sampler3D
Bug: angleproject:3188
Change-Id: Iac1408f8b91c6a6610a63cef236205b7dcdbd2c4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1682781
Reviewed-by: Lingfeng Yang <lfy@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
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d9fa0744
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2019-04-25T14:57:26
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|
Emit OVR_multiview2 on ESSL/GLSL outputs.
Add ARB_shader_viewport_layer_array support to
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER.
Bug: angleproject:3404
Change-Id: Ia89517d0cc92400ce47c9118e8c1abf8285aec41
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1585452
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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38ff3c70
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2019-05-15T10:07:09
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Vulkan:Allow same-named var in nested scope
ESSL 1.00 spec allows for variable with same name to override outer variable
inside of a nested scope. This change adds new scope to symbol table inside
of a function defintion, but after function parameters for ESSL 1.00
shaders (but not webGL). This prevents an error while parsing.
This also includes some new code in translator to rename any vars that are
redefined between the function body and the function parameters. This
prevents an error later on when the translated shader is then parsed as
a desktop GLSL version.
Bug: angleproject:3287
Change-Id: I3f025805cf8d65bf912283bb15e6dad6e5e9b967
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601553
Commit-Queue: Tobin Ehlis <tobine@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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9d519ab1
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2019-05-09T23:09:46
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Vulkan: Rework layout block storage conversion
Previously, a pass over the shader was made, converting shared and
packed interface blocks with block storage to std140. This resulted in
link success between interface blocks with different storage as they
were all translated to std140.
With this change, this pass is removed. The link step proceeds with the
block storage specifiers as seen by GLES, and only upon Vulkan GLSL
shader generation "shared" and "packed" are converted to std140.
Bug: angleproject:3199
Change-Id: I069415ab9c9b4e1034bc00f64cd2d9e2d73f5956
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1605262
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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ebab670c
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2019-04-19T14:36:45
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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>
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e9421b2c
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2019-04-08T15:16:56
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Vulkan:Only apply invariant pragma to output vars
The "#pragma STDGL invariant(all)" directive should only be applied to
shader output vars. This change also removes the workaround
SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT which is no longer needed.
This change fixes two tests that were incorrectly assuming that the
pragma would be applied to inputs: GLSLTest.InvariantAll[Both|In].
Bug: angleproject:1293
Bug: angleproject:3285
Change-Id: I4eb03fa89fbc7c560150ee0cc32382024b0cb3e3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1558678
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Tobin Ehlis <tobine@google.com>
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216f73d0
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2019-04-12T13:32:30
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Vulkan: add uniform buffer object support
Support for layout qualifiers in interface blocks are added. All
interface blocks are adjusted to either be in std140 or std430.
In the Vulkan backend, a new descriptor set is added for UBOs. A dirty
bit is added for UBO updating and pipeline layouts and descriptor
bindings are updated.
Bug: angleproject:3199, angleproject:3220
Change-Id: I271fc34ac2e1e8b76dee75e54a7cff0fe15fe4ee
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565061
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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7d64c486
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2019-03-12T14:27:40
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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>
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f563fdc9
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2019-01-31T13:53:59
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Reland "Fix unit test for setting locale creating malformed HLSL shader code
Fix malformed HLSL shader code in other locales than classic"
This is a reland of 5f662c0042703344eb0eef6d1c123e902e3aefbf
Original change's description:
> Fix unit test for setting locale creating malformed HLSL shader code
> Fix malformed HLSL shader code in other locales than classic
>
> Bug: angleproject:1433
> Change-Id: I30bad0bd0cfda465ec7200e48e12800d7d8efd26
> Reviewed-on: https://chromium-review.googlesource.com/c/1447862
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Bug: angleproject:1433
Change-Id: I94caf7b4c7179119e5a5567c3014d7232df45a13
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1516192
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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5546fb4f
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2019-01-17T12:25:54
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Vulkan:Adding custom pool allocator
Migrated pool allocator used by compiler to common.
Planning to use this for ANGLE custom command buffers so this some
refactoring in preparation for that work.
Added a unit test to check PoolAllocator functionality.
Bug: angleproject:2951
Reviewed-on: https://chromium-review.googlesource.com/c/1476953
Reviewed-by: Jamie Madill <jmadill@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Tobin Ehlis <tobine@google.com>
Change-Id: I0b4f3d55ea1799e35c9799c221f7129233f30b24
Reviewed-on: https://chromium-review.googlesource.com/c/1492972
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0546b538
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2019-02-25T22:47:17
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Revert "Vulkan:Adding custom pool allocator"
This reverts commit 941717496141b96f1d5817f31c2bb4a4e19847b9.
Reason for revert: crashes on Debug bots
Original change's description:
> Vulkan:Adding custom pool allocator
>
> Migrated pool allocator used by compiler to common.
>
> Planning to use this for ANGLE custom command buffers so this some
> refactoring in preparation for that work.
>
> Added a unit test to check PoolAllocator functionality.
>
> Bug: angleproject:2951
> Change-Id: I29618cfdb065b8a5fefd40719a35d27b1f6e99ef
> Reviewed-on: https://chromium-review.googlesource.com/c/1476953
> Reviewed-by: Jamie Madill <jmadill@google.com>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Commit-Queue: Tobin Ehlis <tobine@google.com>
TBR=ynovikov@chromium.org,jmadill@google.com,tobine@google.com,syoussefi@chromium.org
Change-Id: Id8c522bd1d94154e871211d975e801a55cc9c257
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2951, angleproject:3169
Reviewed-on: https://chromium-review.googlesource.com/c/1487977
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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94171749
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2019-01-17T12:25:54
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Vulkan:Adding custom pool allocator
Migrated pool allocator used by compiler to common.
Planning to use this for ANGLE custom command buffers so this some
refactoring in preparation for that work.
Added a unit test to check PoolAllocator functionality.
Bug: angleproject:2951
Change-Id: I29618cfdb065b8a5fefd40719a35d27b1f6e99ef
Reviewed-on: https://chromium-review.googlesource.com/c/1476953
Reviewed-by: Jamie Madill <jmadill@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Tobin Ehlis <tobine@google.com>
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1d35d511
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2019-02-15T15:39:27
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Revert "Fix unit test for setting locale creating malformed HLSL shader code"
This reverts commit 5f662c0042703344eb0eef6d1c123e902e3aefbf.
Reason for revert: Some recent crashes related to streams, could be
related to this change.
https://bugs.chromium.org/p/chromium/issues/detail?id=932359
Original change's description:
> Fix unit test for setting locale creating malformed HLSL shader code
> Fix malformed HLSL shader code in other locales than classic
>
> Bug: angleproject:1433
> Change-Id: I30bad0bd0cfda465ec7200e48e12800d7d8efd26
> Reviewed-on: https://chromium-review.googlesource.com/c/1447862
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
TBR=geofflang@chromium.org,jmadill@chromium.org,jonahr@google.com
Bug: angleproject:1433
Change-Id: I28caa073b3996a95f3f233bed9dc91dc44263835
Reviewed-on: https://chromium-review.googlesource.com/c/1474624
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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5f662c00
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2019-01-31T13:53:59
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Fix unit test for setting locale creating malformed HLSL shader code
Fix malformed HLSL shader code in other locales than classic
Bug: angleproject:1433
Change-Id: I30bad0bd0cfda465ec7200e48e12800d7d8efd26
Reviewed-on: https://chromium-review.googlesource.com/c/1447862
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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d4c09dd3
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2019-01-29T11:22:54
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Fix unnecessary copy of for loop variables in ANGLE
Bug: angleproject:3075
Change-Id: I34dd5d4ecded6def5a2b46369277312af0de7c8c
Reviewed-on: https://chromium-review.googlesource.com/c/1443572
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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91d469aa
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2018-08-27T10:47:25
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Initial support for compiler AST validation
This is to be able to catch issues introduced through AST manipulation
earlier than shader compilation time, improving debuggability.
Bug: angleproject:2733
Change-Id: Ic57bc72f2ab438e60f32553d602074f3d72cc4f5
Reviewed-on: https://chromium-review.googlesource.com/c/1199922
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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47ca1b2f
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2019-01-23T16:11:41
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Revert "Vulkan: Adding custom pool allocator"
This reverts commit 05459e06fde5047ae8f5f90fe091c3255e6bc88e.
Reason for revert: Clusterfuzz bugs flagged this commit
Original change's description:
> Vulkan: Adding custom pool allocator
>
> Copied pool allocator used by compiler to common and hooking it up as
> custom allocator for CommandPools. Modified it to support reallocation.
>
> RendererVk now has a private poolAllocator and VkAllocationCallbacks
> struct. The allocation callbacks are initialized to static functions
> in RendererVk::initializeDevice() and then passed to CommandPool init()
> and destroy() functions.
>
> Using the pool allocator saves Command Pool/Buffer clean-up time which
> was showing us as a bottleneck is some cases.
>
> Bug: angleproject:2951
> Change-Id: I81aa8a7ec60397676fa722d6435029db27947ef4
> Reviewed-on: https://chromium-review.googlesource.com/c/1409867
> Commit-Queue: Tobin Ehlis <tobine@google.com>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
TBR=jmadill@chromium.org,tobine@google.com,ianelliott@google.com,syoussefi@chromium.org
Change-Id: I363a351667c4dddef79833061790da90de477e70
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2951
Reviewed-on: https://chromium-review.googlesource.com/c/1430679
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Tobin Ehlis <tobine@google.com>
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05459e06
|
2019-01-17T12:25:54
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Vulkan: Adding custom pool allocator
Copied pool allocator used by compiler to common and hooking it up as
custom allocator for CommandPools. Modified it to support reallocation.
RendererVk now has a private poolAllocator and VkAllocationCallbacks
struct. The allocation callbacks are initialized to static functions
in RendererVk::initializeDevice() and then passed to CommandPool init()
and destroy() functions.
Using the pool allocator saves Command Pool/Buffer clean-up time which
was showing us as a bottleneck is some cases.
Bug: angleproject:2951
Change-Id: I81aa8a7ec60397676fa722d6435029db27947ef4
Reviewed-on: https://chromium-review.googlesource.com/c/1409867
Commit-Queue: Tobin Ehlis <tobine@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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b980c563
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2018-11-27T11:34:27
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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>
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7cf9cd24
|
2018-10-09T15:27:32
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Add flags to shader translator to emulate gl_DrawID
Adds support for translating gl_DrawID for implementation of
GL_ANGLE_multi_draw.
Currently the change only supports and allows emulation of the
draw id using a uniform variable named `gl_DrawID`. This uniform is
mapped in the translated shader to a hashed name that does not
use the gl_ namespace
Bug: chromium:890539
Change-Id: I08a246ca911e88e733ccdf22f1ed69dcae948e05
Reviewed-on: https://chromium-review.googlesource.com/c/1271957
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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6f591c97
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2018-09-21T11:20:47
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Clean up TCompiler members and style
Some dead code and duplicate data are cleaned up from the compiler.
Several parameters can be accessed directly from ShBuiltInResources
instead of creating a copy in TCompiler.
This also encapsulates some TCompiler member functions as private and
changes the remaining unprefixed TCompiler member variable names to
start with the m prefix.
BUG=angleproject:2068
TEST=angle_unittests
Change-Id: I6690aaf538b17e0f45460660272a21f82f1808a0
Reviewed-on: https://chromium-review.googlesource.com/c/1267503
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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c3bef3e7
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2018-10-03T07:35:09
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Allow 'defined' in define in non-WebGL.
This is needed to pass dEQP conformance. Several of the harder dEQP
tests around this behaviour are excluded from the mustpass list. This
is presumably because the behaviours weren't implemented portably.
Nevertheless we need to support conformant behaviour for GLES 2.0
Contexts for the most simple uses.
This also leaves the error behaviour intact for WebGL specs.
Bug: angleproject:1335
Change-Id: Ia80b4f71475efa928488ee6c2ee35c566d4602d4
Reviewed-on: https://chromium-review.googlesource.com/c/1242013
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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017bda42
|
2018-09-14T18:11:50
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Fix the ASSERT error
This change adds shader type checking before entering
initializeOutputVariables.
BUG: angleproject:2821
Change-Id: Ib931031f2fc187f1f2a1821a09664bbe172a5e90
Reviewed-on: https://chromium-review.googlesource.com/1226229
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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983460e6
|
2018-05-02T17:57:39
|
|
Rewrite repeated assignments to swizzled vectors on NVIDIA
This works around the most common instances of a bug that reproduces
on some NVIDIA OpenGL drivers prior to version 397.31.
BUG=chromium:798117
TEST=angle_end2end_tests
Change-Id: Iafc6a9a64e56fa98b42117149fe6867040e932e5
Reviewed-on: https://chromium-review.googlesource.com/1042190
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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5fec7ab2
|
2018-04-04T11:58:33
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Identify functions by unique id in BuiltInFunctionEmulator
Now that unique ids of all builtins are compile-time constants, we can
use them to look up functions in BuiltInFunctionEmulator. This is
simpler than using a custom struct with the name and parameters for
identifying functions.
This requires that we store a reference to a TFunction in those
TIntermUnary nodes that were created based on a function.
This decreases shader_translator binary size by about 6 KB on Windows.
BUG=angleproject:2267
BUG=chromium:823856
TEST=angle_unittests
Change-Id: Idd5a00c772c6f26dd36fdbbfbe161d22ab27c2fe
Reviewed-on: https://chromium-review.googlesource.com/995372
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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59c5b897
|
2018-04-03T11:44:50
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Validate gl_FragData and gl_FragColor access after parsing
After this simply declaring both variables invariant is not treated as
static use.
This simplifies ParseContext a bit, but the effect on compiler
performance tests seems marginal.
BUG=angleproject:2450
TEST=angle_unittests
Change-Id: Ib90cb1d2bd1331542d1cd37732f24efb7833036a
Reviewed-on: https://chromium-review.googlesource.com/992112
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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822a84b1
|
2018-03-23T12:30:18
|
|
Get builtin symbol info from the node in CollectVariables
Since we now have a TVariable pointer in TIntermSymbol, we don't need
to look up variables from the symbol table.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Id09610ccec5898eb56dcc5e9112e173edcf7ac97
Reviewed-on: https://chromium-review.googlesource.com/977828
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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a07b4213
|
2018-03-22T16:13:13
|
|
Move AST transformations to a subdirectory
Move AST transformations to compiler/translator/tree_ops.
BUG=angleproject:2409
TEST=angle_unittests
Change-Id: I9c620e98707d22d005da6192fe7d1b4e8030aadd
Reviewed-on: https://chromium-review.googlesource.com/975550
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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c26214de
|
2018-03-16T10:43:11
|
|
Move AST utilities to a subdirectory
Move AST related utilities to compiler/translator/tree_util.
BUG=angleproject:2409
TEST=angle_unittests
Change-Id: I7567c2f6f2710292029263257c7ac26e2a144ac8
Reviewed-on: https://chromium-review.googlesource.com/966032
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
4121799f
|
2018-03-15T11:15:33
|
|
Clean up switch/case pruning code
There was some duplicate switch/case pruning in the code in
PruneEmptyCases and RemoveNoOpStatementsFromTheEndOfSwitchStatements.
Combine the functionality of both AST transformations into
PruneEmptyCases and remove the other transformation.
The tests are improved to better cover the full functionality.
BUG=angleproject:2402
TEST=angle_unittests, angle_end2end_tests --gtest_filter=*Switch*
Change-Id: Ib74b6b9b455769ea15650e9653a9c53635342c49
Reviewed-on: https://chromium-review.googlesource.com/964081
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
0b0dcbc1
|
2018-03-14T11:33:22
|
|
Prune empty cases and switch statements
The translator already prunes no-ops and unreferenced variables, and
this may result in case statements that are followed by nothing.
Since the last case statement in as switch statement must always
contain a statement to be valid GLSL, the translator must not leave
empty case statements in place. They're now being pruned by the
PruneEmptyCases AST transformation. This improves on the earlier
RemoveEmptySwitchStatements AST transformation that did address
empty switch statements but could not remove them if they had a
case statement inside.
BUG=angleproject:2402
TEST=angle_unittests
Change-Id: Ieb9598a744078e45226d8fb7266d877f7835cf0c
Reviewed-on: https://chromium-review.googlesource.com/962181
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
437664b4
|
2018-02-28T15:38:14
|
|
Clean up TSymbolTable entry points
TSymbolTable API can be cleaned up further now that we have separate
logic for inserting builtins and user-defined symbols.
BUG=angleprojec:2267
TEST=angle_unittests
Change-Id: I7a228891ecdf4696e50868b9e7dfc2a50b5d8e92
Reviewed-on: https://chromium-review.googlesource.com/941301
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e41df655
|
2018-02-09T14:31:39
|
|
ES31: Add shader version check for CS and GS
This patch adds the missing check on the shader version for compute
and geometry shaders, which can fix a bug that ANGLE GLSL compiler
doesn't report a compile error when compiling an empty compute or
geometry shader in version 100 or 300.
This patch also updates the original compiler tests on the check of
shader version. In these tests, the compile errors are all caused by
illegal layouts instead of shader versions, which is against the
purpose of the tests.
This patch also fixes an incorrect case that used an empty compute
shader in version 300.
BUG=angleproject:1442, angleproject:1941
TEST=angle_unittests
Change-Id: Ic26bb8eb312dbc0cec6a879997d0ae7a2e625a0f
Reviewed-on: https://chromium-review.googlesource.com/910715
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e5fe7aad
|
2018-01-29T12:06:11
|
|
Store builtin symbols as const pointers
To do this we need two types of symbol table levels: A level for
built-ins and a level for user-defined symbols. User-defined symbols
are non-const because function symbols created based on function
prototypes are changed when the function definition is parsed. On the
other hand, we want to make built-in symbols constexpr, so we should
only handle them through const pointers.
This also gets rid of extra empty precision stack levels. Only one
level is needed to store predefined precisions.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I9f14b24c2cfce272f22c16e7a8dfb653b849cbeb
Reviewed-on: https://chromium-review.googlesource.com/892879
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
29bda815
|
2018-01-26T17:37:36
|
|
Move symbol table initialization to SymbolTable.cpp
This is needed in order to make symbol table symbols statically
allocated.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ia2d44fb30d49dc5d5c67643fe01280c89127a3c3
Reviewed-on: https://chromium-review.googlesource.com/889299
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
1776fd08
|
2018-01-31T11:46:52
|
|
Make use of CreateBoolNode in traversers
This is just refactoring to clean up some duplicate code. A new test
is added to make sure this doesn't break UnfoldShortCircuitAST.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I108e646f71ba631cbd5dad2055b64e6a30159742
Reviewed-on: https://chromium-review.googlesource.com/894207
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
68981eb5
|
2018-01-23T17:46:12
|
|
Track parameter qualifiers of functions in call nodes
We now add a reference to TFunction to all TIntermAggregate nodes
where it is possible, including built-in ops. We also make sure
that internal TFunctions added in traversers have correct parameter
qualifiers.
This makes TLValueTrackingTraverser much simpler. Instead of storing
traversed functions or looking up builtin functions from the symbol
table, determining which function parameters are out parameters can
now be done simply by looking it up from the function symbol
associated with the aggregate node.
Symbol instances are no longer deleted when a symbol table level goes
out of scope, and TFunction destructor no longer clears the
parameters. They're all either statically allocated or pool allocated,
so this does not result in leaks.
TEST=angle_unittests
BUG=angleproject:2267
Change-Id: I57e5570da5b5a69a98a8778da3c2dc82b6284738
Reviewed-on: https://chromium-review.googlesource.com/881324
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
0690e1aa
|
2017-12-21T20:51:38
|
|
Add a workaround to clamp gl_FragDepth
NVIDIA OpenGL drivers at least up to version 388.59 don't clamp
gl_FragDepth when it is written to a floating point depth buffer.
This bug is now worked around by clamping gl_FragDepth in the shader
if it is statically used.
BUG=angleproject:2299
TEST=angle_end2end_tests on NVIDIA
Change-Id: I61589b2b0dd2813c4901a157c8d37e470063773c
Reviewed-on: https://chromium-review.googlesource.com/840842
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
b38dfde0
|
2018-01-04T15:49:03
|
|
Keep TIntermSymbol nodes consistent in PruneNoOps
Create new TVariables to change struct declaration qualifiers in
PruneNoOps so that the node doesn't end up with an inconsistent
qualifier from the variable.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I7f6cd557eb3e46f4ead4ffbe37d8960ff7776d10
Reviewed-on: https://chromium-review.googlesource.com/850673
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
765924f0
|
2018-01-04T12:48:36
|
|
Fold ternary and comma ops only after parsing is done
In case folding a ternary op or a comma op would change the qualifier
of the expression, the folding is deferred to a separate traversal
step.
After this there are no more cases where the type of a TIntermSymbol
node needs to differ from the type of the variable it is referring to.
There are still some cases where some parts of TIntermSymbol type are
changed while keeping the TVariable type the same though, like when
assigning array size to gl_PerVertex nodes or sanitizing qualifiers of
struct declarations.
BUG=angleproject:2267
TEST=angle_unittests, angle_end2end_tests
Change-Id: I1501c8d361f5f765f43ca810d1b7248d9e2c5986
Reviewed-on: https://chromium-review.googlesource.com/850672
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
c33f1e8c
|
2017-12-29T16:55:29
|
|
Simplify creating the call DAG
Don't copy function name strings unnecessarily and traverse function
body nodes manually to avoid some extra traversal steps.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ie010aabcb8bc78fa6abce397ea2bdd9092e74187
Reviewed-on: https://chromium-review.googlesource.com/847552
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
beb6dc74
|
2017-12-14T16:03:03
|
|
Always use TFunction instead of TFunctionSymbolInfo
This reduces unnecessary memory allocations and conversions between
different objects containing the same data.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I87316509ab1cd6d36756ff6af7fa2b5c5a76a8ea
Reviewed-on: https://chromium-review.googlesource.com/827134
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
1bb8528c
|
2017-12-14T13:39:53
|
|
Remove TFunctionSymbolInfo from TIntermAggregate
All the information stored in TFunctionSymbolInfo was duplicated from
the TFunction that the aggregate node pointed to.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I1f5574ab0416e5cae00c3dae6fc11d2fe1fa128c
Reviewed-on: https://chromium-review.googlesource.com/827065
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bd924af1
|
2017-11-16T15:28:04
|
|
ES31: Remove support of GL_OES_geometry_shader in compiler
This patch intends to remove the support of GL_OES_geometry_shader
in ANGLE compiler.
To make the implementation simpler, currently we decide to only
support "GL_EXT_geometry_shader" as the extension string of geometry
shader in ANGLE.
This patch also updates all the related shaders in angle_unittests
into R"()" format.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: Ife9858abeedfb46b02c5c2fb1cda16fa27198511
Reviewed-on: https://chromium-review.googlesource.com/773451
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
9d4d7f06
|
2017-12-07T17:11:41
|
|
Classify TSymbols using an enum
Symbols can be either built-ins, user-defined, nameless, or for
ANGLE's internal use. In addition we currently use TFunction symbols
that are not yet resolved - they might later resolve to either a
built-in or a user-defined function. Record this information in each
TSymbol so that TSymbol contains sufficient information for deciding
how to format symbol names in output.
The goal is to eventually replace current uses of TName with pointers
to different TSymbol objects. So far only built-ins and user-defined
symbols have associated TSymbol objects, but that will be expanded to
cover ANGLE's internal symbols as well.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I927ce023fe257cc236da82c127700f3bd72bfe96
Reviewed-on: https://chromium-review.googlesource.com/816952
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
87cc90df
|
2017-12-12T15:28:06
|
|
Set proper precision on loop index for variable init
Previously the index variable was missing a precision. This may have
been behind loop-based init failing on some Android platforms.
BUG=chromium:735497
TEST=angle_unittests
Change-Id: I0307891dfb2edf6c52efd5b495f602b380263d65
Reviewed-on: https://chromium-review.googlesource.com/822413
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
614dd0f5
|
2017-11-22T14:04:48
|
|
Replace TCache with static TType instances
Replaces TCache with (static generation + static/dynamic lookups) of
TType instances, using compile-time template and constexpr magic.
Work started by jmadill here: https://crrev.com/c/776280
With more contributions from jmadill here: https://crrev.com/c/801494
Bug: angleproject:1432
Change-Id: I07181543f8fee4b2606cdd2d0738351e83d4ce57
Reviewed-on: https://chromium-review.googlesource.com/786317
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
5d69db12
|
2017-11-24T16:51:15
|
|
Reset symbol unique id counter between compilations
This guarantees identical compilation results on different
compilations using the same compiler instance, guards against
overflow, and is useful as a building block for tracking more symbol
information in the symbol table.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ib5a7cec2fff6712ead969d935d238d28a87fd4a7
Reviewed-on: https://chromium-review.googlesource.com/796795
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
ae04e1e4
|
2017-11-27T16:00:39
|
|
Fix scalarizing vec and mat constructor args
Scalarizing vec and mat constructor args can generate new statements
in the parent block of the constructor. To preserve the correct
execution order of expressions, scalarized vector and matrix
constructors need to be first moved out from inside loop conditions
and sequence operators. This is done whenever the compiler flag to
scalarize args is on.
BUG=chromium:772653
TEST=angle_unittests
Change-Id: Id40f8d848a9d087e186ef2e680c8e4cd440221d9
Reviewed-on: https://chromium-review.googlesource.com/790412
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2f294c9a
|
2017-11-20T14:47:26
|
|
Add constructors for TMemoryQualifier and TLayoutQualifier.
These replace the ::create methods, to facilitate constexpr versions.
Also adds a constructor of WorkGroupSize that can be made to be
constexpr.
Bug: angleproject:1432
Change-Id: I413d1a56102c94d6a383775110a2b850a7532ea0
Reviewed-on: https://chromium-review.googlesource.com/776279
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
|
|
3d70ca9c
|
2017-11-10T16:53:26
|
|
Remove unreferenced variables from the AST
Unreferenced local and global variables are now pruned from the AST.
They will be removed unless their initializer has side effects.
The CollectVariables step needs to be run after the pruning, as the
pruning may affect which interface variables are statically used.
It's also good to gather built-ins that need to be emulated after the
pruning, so unnecessary built-in emulation functions are not added to
the translator output.
This will help handle some dEQP tests for arrays of arrays that have
extremely large local arrays that are only used in an array length
query. By constant folding the length and pruning unused variables we
will avoid adding a large amount of array initialization code to the
generated shaders.
BUG=angleproject:2166
TEST=angle_unittests, angle_end2end_tests
Change-Id: Ic918bfe8f16460bcd6101d73a7a674145f5aeecd
Reviewed-on: https://chromium-review.googlesource.com/766434
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
2c7f34c8
|
2017-10-09T17:18:02
|
|
Initialize uninitialized GLSL arrays in a for loop
Previously, creating nodes for initializing each single array element
could result in memory bloat during translation when dealing with
large arrays. The resulting shader could also end up very long.
Initialize most arrays using a simple for loop instead. The loop is
compatible with ESSL 1.00 Appendix A limitations.
An exception is made for fragment outputs, so that they are not
indexed by non-constant values.
On some platforms using the a loop to initialize variables can cause
problems, so we also have a compiler flag for turning this behavior
off. The flag was already added earlier for a staggered rollout of
this functionality.
BUG=chromium:735497
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Iec727821d8137db56b440ddbe007879b1b55f61f
Reviewed-on: https://chromium-review.googlesource.com/707195
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b5601eb6
|
2017-11-15T18:08:04
|
|
Only initialize globals if initialization flag is set
This avoids the possibility of initializing globals twice in Chromium.
Now we also never initialize variables redundantly in case we're
writing HLSL output. This was already the intent of the code before,
but a mistake had slipped in and the code didn't actually check the
output type properly.
This also simplifies DeferGlobalInitializers by running it after
SeparateDeclarations.
BUG=chromium:735497
TEST=WebGL conformance tests
Change-Id: I95036a24ac8cf18113755510376a2fca286b3ee6
Reviewed-on: https://chromium-review.googlesource.com/771555
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
661fc487
|
2017-10-16T12:17:05
|
|
Work around NVIDIA GLSL vector-scalar op bug
This adds a new AST transform VectorizeVectorScalarArithmetic. The AST
transform works around incorrect handling of certain types of GLSL
arithmetic operations by NVIDIA's GL driver. It works around only the
most common cases where the bug reproduces, since detecting all the
cases would take more sophisticated analysis of the code than what
is currently easily implementable in ANGLE.
When a float add operator has both vector and scalar operands, the AST
transform turns the scalar operand into a vector operand. Example:
vec4 f;
f += 1.0;
gets turned into:
vec4 f;
f += vec4(1.0);
When a vector constructor contains a binary scalar float
multiplication or division operation as its only argument, the AST
transform turns both operands of the binary operation into vector
operands. Example:
float f, g;
vec4(f * g);
gets turned into:
float f, g;
vec4(vec4(f) * vec4(g));
Another example with compound assignment:
float f, g;
vec4(f *= g);
gets turned into:
float f, g;
vec4 s0 = vec4(f);
(s0 *= g, f = s0.x), s0;
This latter transformation only works in case the compound assignment
left hand expression doesn't have side effects.
BUG=chromium:772651
TEST=angle_end2end_tests
Change-Id: I84ec04287793c56a94845a725785439565debdaf
Reviewed-on: https://chromium-review.googlesource.com/721321
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
d10cf69e
|
2017-11-02T11:06:14
|
|
Remove repeated "success" check from compileTreeImpl
This refactoring simplifies the compilation code by putting AST checks
and simplification into a separate function. This function will
immediately return false when an error is encountered. This is easier
to maintain than repeated checking of a "success" boolean.
BUG=angleproject:2068
TEST=WebGL conformance tests, angle_unittests, angle_end2end_tests
Change-Id: I1ae1c8def3625ada1482104a6babe605405229ef
Reviewed-on: https://chromium-review.googlesource.com/750085
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
640d597d
|
2017-11-02T10:37:31
|
|
Add missing check in Compiler
Further AST traversals should not be run in case the expression
complexity check failed and set success=false. Otherwise traversal
can result in stack overflow.
BUG=chromium:780545
TEST=WebGL conformance tests
Change-Id: Icfde8c051038c691563e199a6d3a17b1e8e5ebf5
Reviewed-on: https://chromium-review.googlesource.com/750781
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c1f14fbe
|
2017-10-28T19:17:23
|
|
Remove empty switch statements from translated shaders
The native HLSL compiler does not accept switch statements with an
empty statement list. The simplest way to accommodate this is to
simply remove them from the AST after parsing and some initial
pruning.
This is done by the new RemoveEmptySwitchStatements traverser. It
preserves init statements of switch statements in case they have side
effects. So for example
switch(++i) {}
gets translated to
++i;
BUG=angleproject:2206
TEST=angle_end2end_tests
Change-Id: I550a3c9b010a3566016bdfd93344ac30fd860604
Reviewed-on: https://chromium-review.googlesource.com/742922
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
87c35883
|
2017-10-19T15:19:38
|
|
Prune no-op statements with a single traverser
We put pruning literal statements and pruning empty declarations in
the same traverser, as some of the required logic is the same. This
pruning of no-ops is always done as one of the first processing steps
after parsing, so further processing of the AST is simpler.
Since we now prune pure literals before removing no-op cases from the
end of switch statements, we also don't need any sort of special
handling for switch statements in pruning pure literals.
BUG=angleproject:2181
TEST=angle_unittests
Change-Id: I2d86efaeb80baab63ac3cc803f3fd9e7ec02908a
Reviewed-on: https://chromium-review.googlesource.com/727803
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
ca68d988
|
2017-09-18T16:41:56
|
|
ES31: Add std430 support for OpenGL backend
BUG=angleproject:1920
TEST=angle_unittests
Change-Id: Ie8e171abec053c2c5dca93d6e79db534f74520e7
Reviewed-on: https://chromium-review.googlesource.com/737532
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
8e4b355b
|
2017-08-30T14:20:58
|
|
ES31: Implement Geometry Shader inputs and outputs
This patch intends to implement Geometry Shader inputs and
outputs in ANGLE GLSL compiler.
1. Only accept arrays as the inputs of a Geometry Shader.
2. Allow unsized arrays as the inputs of a Geometry Shader after a
valid input primitive declaration and assign size to them.
3. Implement Geometry Shader outputs.
4. Allow Geometry Shader inputs and outputs using interpolation
qualifiers ('flat', 'smooth', 'centroid').
5. Allow using 'location' layout qualifier on Geometry Shader inputs
and outputs.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: Ia7e250277c61f45c8479437b567c2831ff26b433
Reviewed-on: https://chromium-review.googlesource.com/650211
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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e7c2857d
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2017-10-23T16:29:33
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Clean up direct access of ShaderVariable::arraySize
This change is pure refactoring. It's intended to help with adding
support for arrays of arrays.
BUG=angleproject:2125
TEST=angle_unittests
Change-Id: I82881a98c3c476fd6666a551ce6be255ae0de4cf
Reviewed-on: https://chromium-review.googlesource.com/733127
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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89a69a03
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2017-10-23T12:20:45
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Generate performance warnings in HLSL translation
Generate performance warnings for some code that undergoes heavy
emulation when translated to HLSL:
1. Dynamic indexing of vectors and matrices.
2. Non-empty fall-through cases in switch/case.
The warnings are generated only when code is translated to HLSL.
Generating them in the parsing stage would add too much maintenance
burden.
Improves switch statement fall-through handling in cases where an
empty fall-through case follows a non-empty one so that extra
performance warnings are not generated.
BUG=angleproject:1116
Change-Id: I7c85d78fe7c4f8e6042bda72ceaaf6e37dadfe6c
Reviewed-on: https://chromium-review.googlesource.com/732986
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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923ecef6
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2017-10-11T12:01:38
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Fix switch statement validation corner cases
The grammar needs to generate AST nodes even for no-op statements,
since they might be the last statement in a switch statement that is
required for switch statement validity. Change the grammar to generate
nodes from empty blocks and empty declarations.
We also need to do some further processing of the AST. This is because
PruneEmptyDeclarations will still remove empty declarations, and at
least the NVIDIA driver GLSL compiler doesn't accept some types of
no-op statements as the last statement inside a switch statement. So
after parsing has finished we do rudimentary dead code elimination to
remove dead cases from the end of switch statements.
BUG=angleproject:2181
TEST=angle_unittests
Change-Id: I586f2e4a3ac2171e65f1f0ccb7a7de220e3cc225
Reviewed-on: https://chromium-review.googlesource.com/712574
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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4cc89e2b
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2017-08-31T14:25:54
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ES31: Enable 'location' layout qualifier on shader interfaces in compiler
This patch enables 'location' layout qualifier for vertex outputs and
fragment shader inputs when the shader version is 3.1 in ANGLE GLSL
compiler and adds the check on location conflicts for these varyings.
According to GLSL ES 3.1 SPEC (Chapter 4.4.1 and Chapter 4.4.2),
'location' layout qualifier is allowed on both inputs and outputs of
vertex and fragment shaders.
'location' layout qualifier on shader interfaces is only valid on shaders
whose version is 3.1 and above. According to GLSL ES 3.0 SPEC, vertex shader
cannot have output layout qualifiers (Chapter 4.3.8.2) and fragment shader
cannot have input layout qualifiers (Chapter 4.3.8.1).
The 'location' qualifier on varyings is used in the shader interface
matching defined in OpenGL ES 3.1. (OpenGL ES 3.1 SPEC Chapter 7.4.1). This
new link rule will be added to Program.cpp in another patch.
For the OpenGL ES 3.1 extension GL_OES_geometry_shader, according to
GL_OES_shader_io_blocks SPEC (Chapter 4.4.1 and Chapter 4.4.2), 'location'
layout qualifier is both valid on geometry shader inputs and outputs. This
feature will be implemented together with other rules on geometry shader
inputs and outputs.
BUG=angleproject:2144
TEST=angle_unittests
Change-Id: I62d85f7144c177448321c2db36ed7aaeaa1fb205
Reviewed-on: https://chromium-review.googlesource.com/645366
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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84aa2dcf
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2017-09-11T15:51:02
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Add textureGather and textureGatherOffset
The patch adds new built-ins and extends the semantic parser to add
support for textureGather and textureGatherOffset.
BUG=angleproject:1442
TEST=angle_unittests
TEST=angle_deqp_gles31_tests.exe
--deqp-case=dEQP-GLES31.functional.texture.gather*
--deqp-egl-display-type=angle-gl
Change-Id: Iaf98c3420fbd61193072fdec8f5a61ac4c574101
Reviewed-on: https://chromium-review.googlesource.com/660124
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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bb5a7e29
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2017-08-30T13:03:12
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Allow length() on arbitrary array expressions
This is required to pass some dEQP GLES 3.1 tests for arrays of
arrays, and WebGL conformance tests were also recently fixed to
require this behavior. The intent of the GLSL ES spec was not to
restrict usage of length().
In practice GL drivers don't implement array length() on expressions
with side effects correctly in all cases. HLSL doesn't have an array
length operator either. Because of this we always remove array length
ops from the AST before output.
BUG=angleproject:2142
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: I863a92e83ac5315b013af9a5626348482bad72b3
Reviewed-on: https://chromium-review.googlesource.com/643190
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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