|
a36c459e
|
2024-08-20T00:00:00
|
|
Metal: Remove redundant symbol redeclarations
MTLBlitOptionRowLinearPVRTC
- macOS 11.0 (min compile 12.0)
- iOS/tvOS 9.0 (min compile 17.0)
MTLBarrierScope
- macOS 10.14 (min compile 12.0)
- iOS/tvOS 12.0 (min compile 17.0)
MTLBarrierScopeRenderTargets
- Moved compile guards to call sites
MTLRenderStages, MTLRenderStageVertex, MTLRenderStageFragment
- macOS 10.13 (min compile 12.0)
- iOS/tvOS 10.0 (min compile 17.0)
Bug: angleproject:360147119
Change-Id: I7dac46accde63be486a7de918284bbd6e8367a4e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5806896
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kimmo Kinnunen <kkinnunen@apple.com>
Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
|
|
2758d4dc
|
2024-08-20T16:00:07
|
|
Metal: Remove shared event related ifdefs
Shared events are supported by iOS 12, macOS 10.14, included in the
minimum versions iOS 15, macOS 10.15.
Bug: angleproject:360147118
Change-Id: I5b62dade045f9d50864ef1906cb22a18fd09e4da
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5797150
Auto-Submit: Kimmo Kinnunen <kkinnunen@apple.com>
Reviewed-by: Alexey Knyazev <lexa.knyazev@gmail.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1a191b1d
|
2024-08-16T17:31:38
|
|
Metal: add an option to emulate DontCare loadOp with randomized Clear.
This is useful for testing undefined initial values caused by DontCare
MTLLoadAction on non-tiled GPUs.
Bug: angleproject:42261786
Change-Id: Id5c4a9ee8510a8a9143bdd67e276bfcf2bd7eaa5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5791386
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
ee25dddb
|
2024-08-09T01:03:26
|
|
Metal: Properly clear render pass' attachment with an emulated alpha.
When a texture is created with emulated format such as RGB, its alpha
channel is initialized to 1 and the write mask is configured such that
the alpha value won't be overwritten or set to other values.
However, if we use this texture as an attachment in a render pass, and
DontCare loadAction is used, the alpha value would be initialized
with garbage values. No draw calls within the render pass would change
these garbage values because the configured write mask already prevents
that. Thus the garbage alpha values would be stored in the memory after
the render pass ends.
This bug also affects MSRTT's unresolve step, because it uses a draw
call to blit the resolve texture to the MSAA texture. However, the
alpha write is disabled thus the MSAA texture will remain having garbage
alpha values.
The fix for this bug is that: if we detect that the texture has emulated
format and its loadAction is DontCare, we change it to Clear action to
clear the alpha channel to 1.
Bug: angleproject:42261786
Change-Id: I994849bd4b3c3ab51698833d1cc520376ae6de44
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5773347
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Auto-Submit: Quyen Le <lehoangquyen@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
a89ca6c8
|
2024-07-30T17:14:50
|
|
Metal: Fully implement unresolve step for MSRTT.
This CL also uses memoryless for implicit MS textures in
EXT_multisampled_render_to_texture render passes.
Bug: angleproject:42261786
Change-Id: Ic20450574c4c670d05ca846587ced05488012270
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5746181
Reviewed-by: Alexey Knyazev <lexa.knyazev@gmail.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
198de044
|
2024-07-30T15:44:03
|
|
Metal: fix wrong render encoder's serial assignment
mtl::RenderCommandEncoder object is created once and reused multiple
times. We should re-assign a new serial whenever we reuse it, instead of
assigning once in constructor.
bug: angleproject:40644888
Change-Id: I18120c91dddd5b279fcec7a9099833e97ec1c37c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5746179
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
251067ed
|
2024-05-03T22:36:11
|
|
Metal: don't break render pass when uploading a texture.
Bug: b/337214693
Change-Id: Ib2dc77c364a72f2973cbc3882f6125bffbc0a11b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5514948
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
9ccb9b41
|
2024-05-03T22:23:03
|
|
Metal: fix incorrect tracking if blit & render encoder coexist
Currently mtl::CommandBuffer tracks only one active command encoder.
However this tracking is wrong if a blit/compute encoder is created
without ending the current render encoder. Blit/compute and render
encoders are allowed to coexist because the actual rendering encoding is
deferred.
The bug would happen for e.g. if:
- There is an active render encoder.
- ContextMtl::getBlitCommandEncoderWithoutEndingRenderEncoder() is
called.
- In this case, active encoder will be set to the blit encoder.
- Later when blit encoder is ended, tracked active encoder would be set
to null even though it should be the render encoder.
This CL fixes the bug by tracking separate active blit/compute & render
encoders.
Bug: angleproject:7643
Bug: angleproject:8685
Change-Id: I9893402ecd4c0388aa0153acdb2be04315563086
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5514184
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
e38cf95a
|
2024-03-06T16:26:54
|
|
Metal: Release prov. vertex buffers on event set
Fixes a memory leak where provoking vertex buffers would never be
released for sequence:
1. draw with flat shading
2. Create EGL fence sync object with Metal event
3. ..
4. Go to 1
Bug: angleproject:8586
Change-Id: I5b302cef82414e4a2886c4a7f570c1bf73a83238
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5349340
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Auto-Submit: Kimmo Kinnunen <kkinnunen@apple.com>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
|
|
bd5dce9a
|
2023-11-21T15:39:04
|
|
Metal: Use MTLEvent instead of MTLSharedEvent when possible
Refactor mtl::Sync to be abstract and have multiple implementations
using either MTLEvent or MTLSharedEvent. Use MTLEvent in all cases
except for EGL Syncs when the user sets the sync type to
EGL_SYNC_METAL_SHARED_EVENT_ANGLE.
Determine completion of the sync object by watching for completion of
the command buffer where the event's signaling was enqueued. Avoid any
sleep loops by waiting on a condition_variable which is notified
when the completed queue serial is updated.
Forked from CLs by sky@ and kbr@
Bug: angleproject:8153
Change-Id: I4547444b596366496c811cb9954872b85ab14ad8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5133706
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
|
|
98d79260
|
2023-11-09T10:15:11
|
|
Metal: use release-consume order for queue's serials.
Currently mtl::CommandQueue's mCommittedBufferSerial,
mCompletedBufferSerial use relaxed memory order for load & store.
They should use consume & release memory order respectively instead.
Bug: angleproject:8406
Change-Id: I871259f1a6cca0e63d6c24b7592e7b80fd443dff
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5015524
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
|
|
1b8ab538
|
2023-09-05T13:44:40
|
|
Metal: Use a flat hash map for tracking resource ids.
This set is very mutable. It makes many insertions, allocating
memory each time. Useing a absl::flat_unordered_set we can avoid
allocating memory at insertion time.
This was a hotspot for Google Earth, taking up about 10% of ANGLE's
CPU time.
Bug: angleproject:8301
Change-Id: I7363ea8fdc5ff230a289af7c1ae25dc577188a18
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4843709
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
aea88562
|
2023-05-19T16:52:43
|
|
Reland "Metal: Optimized BufferSubData per device"
This reverts commit ee64836f702332adaca58d9f452063a04b2da955 ,
relanding the patch stack described there.
Between patchsets 1 and 5:
- The shadow buffer allocation has been replaced with a multimap of
precisely-sized buffers, rather than rounding up buffer sizes.
- Garbage collection of shadow buffers is triggered in three situations:
- A certain number of context switches have occurred; this number
was hand-tuned to avoid GC every frame.
- A certain number of command buffer submissions has occurred; this
number was hand-tuned to GC no more often than every few seconds
on representative workloads.
- The total size of the allocated shadow buffers is more than 1 MB,
and either more than twice the size at the last garbage
collection, or 64 MB more than at the last garbage collection. In
this case, aggressive GC is performed in order to reclaim shadow
buffers more quickly.
Performance before and after these changes appears identical on
microbenchmarks. On one Figma test case, comparing GPU memory
allocated inside the BufferManager, peak consumption is decreased by
over 75%, and steady-state consumption decreases by over 88%.
Patchset 6 adds a needed workaround for a bug in the
AMDMTLBronzeDriver affecting uploads of client-side data, and
therefore some dEQP tests. It also streamlines the aggressive GC.
Bug: angleproject:7544
Change-Id: I81b061f0b33c27fa403527fa12d626f4e9c88ebe
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4497413
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
e809e7bd
|
2023-03-13T00:00:00
|
|
Reland "Implement EXT_depth_clamp"
This is a reland of commit f8c1418319ac2aef4b3101e322005b1d0f73120f
Host GPU bugs are observable in iOS Simulator
Original change's description:
> Implement EXT_depth_clamp
>
> * Added depthClamp to the RasterizerState
> * Added DepthWriteTest end2end tests covering
> both clipped and clamped depth writes
>
> Capture
> * Updated serialized rasterizer state
> * Updated CaptureMidExecutionSetup
>
> OpenGL
> * Requires GL 3.2 or ARB_depth_clamp
> on desktop contexts
> * Maps to EXT_depth_clamp on ES
>
> D3D11
> * Maps to the opposite of
> D3D11_RASTERIZER_DESC.DepthClipEnable
> * The new tests uncover several edge cases where
> a workaround is needed to implement unextended
> OpenGL semantics on top of D3D
>
> Metal
> * Maps to the setDepthClipMode command
>
> Bug: angleproject:8047
> Bug: angleproject:8077
> Change-Id: I1b3448e5b84443e4be18af9bc22d2f8495ac8267
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4347753
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Bug: angleproject:8047
Bug: angleproject:8077
Change-Id: I8c5f8304276c97c51b2c3382cd2764592ee0c3fe
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4349938
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
|
|
4a77b0f5
|
2023-03-18T00:16:24
|
|
Revert "Implement EXT_depth_clamp"
This reverts commit f8c1418319ac2aef4b3101e322005b1d0f73120f.
Reason for revert: This change breaks angle_end2end_tests on Metal backend: https://ci.chromium.org/ui/p/chromium/builders/ci/ios-angle-intel/26035/overview
Original change's description:
> Implement EXT_depth_clamp
>
> * Added depthClamp to the RasterizerState
> * Added DepthWriteTest end2end tests covering
> both clipped and clamped depth writes
>
> Capture
> * Updated serialized rasterizer state
> * Updated CaptureMidExecutionSetup
>
> OpenGL
> * Requires GL 3.2 or ARB_depth_clamp
> on desktop contexts
> * Maps to EXT_depth_clamp on ES
>
> D3D11
> * Maps to the opposite of
> D3D11_RASTERIZER_DESC.DepthClipEnable
> * The new tests uncover several edge cases where
> a workaround is needed to implement unextended
> OpenGL semantics on top of D3D
>
> Metal
> * Maps to the setDepthClipMode command
>
> Bug: angleproject:8047
> Bug: angleproject:8077
> Change-Id: I1b3448e5b84443e4be18af9bc22d2f8495ac8267
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4347753
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Bug: angleproject:8047
Bug: angleproject:8077
Change-Id: I829add68c006c72b7b4acf03aee3efa8a9a16fac
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4350876
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Commit-Queue: Yuxin Hu <yuxinhu@google.com>
|
|
f8c14183
|
2023-03-13T00:00:00
|
|
Implement EXT_depth_clamp
* Added depthClamp to the RasterizerState
* Added DepthWriteTest end2end tests covering
both clipped and clamped depth writes
Capture
* Updated serialized rasterizer state
* Updated CaptureMidExecutionSetup
OpenGL
* Requires GL 3.2 or ARB_depth_clamp
on desktop contexts
* Maps to EXT_depth_clamp on ES
D3D11
* Maps to the opposite of
D3D11_RASTERIZER_DESC.DepthClipEnable
* The new tests uncover several edge cases where
a workaround is needed to implement unextended
OpenGL semantics on top of D3D
Metal
* Maps to the setDepthClipMode command
Bug: angleproject:8047
Bug: angleproject:8077
Change-Id: I1b3448e5b84443e4be18af9bc22d2f8495ac8267
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4347753
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
|
|
ee64836f
|
2023-02-11T17:56:06
|
|
Revert "Metal: Optimized BufferSubData per device"
This reverts commit 968041b54770af8917001d8fe9b52a881cfed0b2.
Includes the following patches:
git revert -n 995db1f66bcf87fc9e47d908fb2a885e810d2567 \
9a6c90c8f802b4d107a081bfccaf4be007e7af54 \
dbd47e378582ef86db52c7379cd220cf0b2c8193 \
369b320f92f54774879e8b8faff834fc8db0793e \
4abae6f97586448712e2dc1cced4a678b0901d7b \
968041b54770af8917001d8fe9b52a881cfed0b2
Several conflicts with top-of-tree were resolved during this revert.
The aim is to reland this with additional code which will reduce the
amount of excess buffer memory allocated, and release the resources
associated with temporary buffer allocations.
Bug: angleproject:7544
Change-Id: Ib7a6bc2ab1c2f23cb43112cd980106e2898c3826
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4240556
Reviewed-by: Kimmo Kinnunen <kkinnunen@apple.com>
Reviewed-by: Gregg Tavares <gman@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
|
|
c799074c
|
2023-02-06T21:52:41
|
|
Metal: Implement EXT_disjoint_timer_query.
Time-elapsed query objects allocate and deallocate storage slots in
the CommandQueue. Command buffers register themselves with these slots
(if active) upon allocation, and upon completion, accumulate their
execution time in the slot. Query objects accurately track completion
and report the total accumulated execution time for all command
buffers issued while the time-elapsed query was active.
Timestamp queries are not implemented. A pointer to implementation
suggestions has been added to the code.
Tested with the WebGL conformance test:
conformance/extensions/ext-disjoint-timer-query.html
Fixed: angleproject:7828
Change-Id: Ia022d0f3a52f2098bd01cf96f7cc20e3d347197e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4226410
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
|
|
91ff986c
|
2022-12-19T14:30:25
|
|
Metal:Switch to NoWait in eglReleaseTexImage
Now that eglWaitUntilWorkScheduled is implemented in ANGLE
and called in Chromium we can set this to NoWait
Bug: angleproject:7890
Change-Id: Ib6fbda18b940873409653a968aa956bc728025a8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4117714
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
|
|
a4db9477
|
2022-10-06T10:35:39
|
|
Implement pixel local storage with metal::read_write textures
Metal's programmable blending feature isn't available on non-Apple
Silicon, so on these devices we have to polyfill pixel local storage
using read_write textures, which can also be coherent if
raster_order_groups are supported.
This change leverages the existing PLS transformation to images, and
implements just enough shader image functionality in Metal to support
the pixel local storage usecase. Missing shader image features are
marked with UNIMPLEMENTED().
Bug: angleproject:7279
Bug: angleproject:7792
Bug: angleproject:7794
Bug: angleproject:7797
Bug: angleproject:7803
Change-Id: Ia96a714693d352d57351a1bae4f45437dde000e4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3993363
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Quyen Le <lehoangquyen@chromium.org>
Commit-Queue: Chris Dalton <chris@rive.app>
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
|
|
81e9dc56
|
2022-11-04T00:00:00
|
|
Reland "Metal: Skip disabled draw buffers"
This is a reland of commit 4b084310d7bbb33631d58a461eb5814c12220926
Do not try to create a command encoder with no attachments
since it may crash some Metal drivers.
Do not reset pipeline descriptors.
Original change's description:
> Metal: Skip disabled draw buffers
>
> When creating render pass descriptors, do not
> assign textures to disabled color attachments.
>
> When creating pipeline descriptors, reset
> pixel formats of disabled color attachments.
>
> Exit early when MTLRenderCommandEncoder is not created.
>
> Added:
> * DrawBuffersTest.None
> * DrawBuffersTest.NoneWithDepth
> * DrawBuffersTest.NoneWithStencil
> * DrawBuffersTestES3.DrawWithDisabledIncompatibleAttachment
>
> Fixes:
> * conformance2/rendering/fs-color-type-mismatch-color-buffer-type.html
>
> Bug: angleproject:6430
> Change-Id: I7f650c761f757985b027388c350c01340a83fd51
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4003180
> Reviewed-by: Kenneth Russell <kbr@chromium.org>
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Bug: angleproject:6430
Change-Id: I13977bd7ef32c4c85420706215b4f4d3a65629ca
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4030310
Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
968041b5
|
2022-08-19T12:11:23
|
|
Metal: Optimized BufferSubData per device
Adds a staging buffer path which means there are 4 paths
for bufferSubData.
1. direct copy
* get a pointer to the buffer
* copy the new data to the buffer
* if the buffer is managed, tell metal which part was updated
2. use a shadow copy
* copy the data to a shadow copy
* copy the entire shadow to a new buffer
* start using the new buffer
3. use a new buffer
* get a new buffer (or unused)
* put the new data in the new buffer
* blit any unchanged data from the old buffer to the new buffer
* start using the new buffer
4. use a staging buffer
* get a staging buffer
* put the new data in the staging buffer
* blit from the staging buffer to the existing buffer.
Further, there are 3 types of memory storage modes.
Managed, Staged, Private.
Based on the GPU type different storage modes and different
paths in different sitatutions are more performant.
So, add feature flags to select paths by GPU.
Bug: angleproject:7544
Change-Id: I741dd1874201043416374194bd2001ded8dbd9b4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3842641
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Quyen Le <lehoangquyen@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
|
|
2c4f7187
|
2022-08-30T11:33:56
|
|
Metal: Stop pre-creating the Provoking Vertex CmdBuffer
The provoking vertex command buffer was being created
regardless if whether or not it was used which is left
over from when the backend used to pre-enqueue command
buffers. That's no longer true so we don't need to pre-create
this command buffer.
I think this adds a 5% perf increase to the MotionMark
"Leaves" test.
Bug: angleproject:7619
Change-Id: Ic921911eeef0f063ea6eba8ba7c307157243b938
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3863739
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
|
|
8a0351a5
|
2022-05-26T14:29:21
|
|
Metal:Dynamically choose max draw buffers.
The code was hard coded to 4 which is lower than OpenGL's 8.
This implementation keeps a hard coded array of size 8 in
rx::mtl::RenderPassDesc and rx::mtl::RenderPipelineOutputDesc
but only uses up to the display's limit.
Bug: angleproject:7280
Bug: angleproject:5730
Change-Id: Idd7e64dc47697882b44540804159566158e1e924
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3671695
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
|
|
e79ed0dc
|
2022-03-25T17:15:30
|
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Metal: Fix for not submitting command buffers in order
First I added a check that CommandBuffers are committed in order
as the design requires that they are. This showed several tests
asserting including the angle end2end test,
OcclusionQueriesNoSurfaceTestES3.SwitchingContextsWithQuery/ES3_Metal
and also several others. The check is cheap and helps catch bugs so
it seems prudent to have it.
Unfortunately, AFAICT, there is no trival fix. The issue is
ContextMtl::flushCommandBuffer commits the outstanding commandbuffers
but then, if there is/was a query in progress, more work needs
to be done. That work calls ContextMtl::getBlitCommandEncoder which
calls ContextMtl::ensureCommandBufferReady which calls
ProvokingVertexHelper::ensureCommandBufferReady which ends up making
a new command buffer. That command buffer should be committed
before switching to a new context but the code that would commit it
has already executed. It's not at all clear to me how to refactor
the code to do this correctly. The simplest solution is to call
ContextMlt::flushCommandBuffer twice which I know is gross but at
least it fixes the bug and optimizing and/or refactoring can be done
separately.
Bug: angleproject:7131
Change-Id: Idb11efb35f6ad2fd890a5db15d3791c07586bf34
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3553939
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Gregg Tavares <gman@chromium.org>
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7c616871
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2022-02-01T15:12:53
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Metal: Implement ANGLE_base_vertex_base_instance
Includes command buffer and MSL translator updates.
The DrawElementsInstancedBaseVertexBaseInstance tests from
DrawBaseVertexVariantsTest suite fail for dynamic draw and
stream draw buffer usages.
Bug: angleproject:6963
Change-Id: I6caa144860356d5fc85948b72458bec282ea3a3b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3429819
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
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b465a736
|
2021-12-21T12:52:40
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Metal: Remove redundant CommandQueue::mMetalCmdBuffersTmp
Instead of a member variable, instantiate the temporary
at the use site.
Bug: angleproject:6842
Change-Id: I64848bc937ce2945e6ac55adea8a6dffcaf9b00d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3347649
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: John Cunningham <johncunningham@apple.com>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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1bd1a3db
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2022-01-06T15:08:48
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Metal: Canvas resizing causes webpage to run out of memory
For https://bugs.webkit.org/show_bug.cgi?id=232122
Introduce a maximum resident amount of memory that a single
command buffer can use, before forcing a flush.
As part of ensuring that a command buffer is ready,
check to see if this limit is exceeded. if so,
flush the command buffer, and create a new one.
Bug: angleproject:6880
Change-Id: I5e89735d05adbc174237ab79b006a75bbe89e560
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3369922
Reviewed-by: Gregg Tavares <gman@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kyle Piddington <kpiddington@apple.com>
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da3db87e
|
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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8a50b42b
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2020-10-24T19:29:12
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Metal: Convert index & vertex format on GPU when possible.
- When converting vertex buffer:
- if there is no render pass active, use compute shader to convert.
- if there is a render pass active and device supports explicit memory
barrier then convert the buffer in vertex shader with direct buffer
write and insert a memory barrier.
- if there is a render pass active and device doesn't support explicit
memory barrier then convert the buffer on CPU.
Bug: angleproject:2634
Change-Id: I5346e3a2adb855f40e46a3912d9db404a4482e0f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2434025
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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37e84651
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2020-09-27T13:47:36
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Metal: Partially implement EXT_debug_marker
Partially implemented to make it easier to debug.
Only debug group is supported for now.
Bug: angleproject:2634
Change-Id: I029dd4283790fb57a6964aad89c37d092e3378e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433331
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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0e5e6078
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2020-09-26T23:31:24
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Metal: Use MipmapNativeLevel class to store native mip lvl
This is to avoid wrong native level in Metal, for example, not taking
into account the OpenGL base level.
Bug: angleproject:2634
Change-Id: I3a7a3ac41bdbd91a47755bb4ca11bd579c182e04
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433326
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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6dfd855a
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2020-03-25T03:02:08
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Metal: Implement fence sync
Bug: angleproject:2634
Change-Id: If1f7bb12c0e661c8e4b5677798a92440995819e4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433325
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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6136cbcb
|
2020-09-23T21:31:05
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Metal: Implement transform feedback
- XFB is currently emulated by writing to storage buffers.
- Metal doesn't allow vertex shader to both write to storage buffers and
to stage output (i.e clip position). So if GL_RASTERIZER_DISCARD is
NOT enabled, the draw with XFB enabled will have 2 passes:
+ First pass: vertex shader writes to XFB buffers + not write to stage
output + disable rasterizer.
+ Second pass: vertex shader writes to stage output (i.e.
[[position]]) + enable rasterizer. If GL_RASTERIZER_DISCARD is
enabled, the second pass is omitted.
+ This effectively executes the same vertex shader twice. TODO:
possible improvement is writing vertex outputs to buffer in first
pass then re-use that buffer as input for second pass which has a
passthrough vertex shader.
- If GL_RASTERIZER_DISCARD is enabled, and XFB is enabled:
+ Only first pass above will be executed, and the render pass will use
an empty 1x1 texture attachment since rasterization is not needed.
- If GL_RASTERIZER_DISCARD is enabled, but XFB is NOT enabled:
+ we still enable Metal rasterizer.
+ but vertex shader must emulate the discard by writing gl_Position =
(-3, -3, -3, 1). This effectively moves the vertex out of clip
space's visible area.
+ This is because GLSL still allows vertex shader to write to stage
output when rasterizer is disabled. However, Metal doesn't allow
that. In Metal, if rasterizer is disabled, then vertex shader must
not write to stage output.
- See src/libANGLE/renderer/metal/doc/TransformFeedback.md for more
details.
Bug: angleproject:2634
Change-Id: I6c700e031052560326b7f660ee7597202d38e6aa
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408594
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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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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50704dc3
|
2020-08-04T12:08:00
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Metal: Implement EXT_occlusion_query_boolean.
- Metal's occlusion(called visibility) query operates per render pass.
Implementation details are in
src/libANGLE/renderer/metal/doc/OcclusionQueries.md.
- New tests:
- OcclusionQueriesTest.ClearNotCounted.
- OcclusionQueriesTest.MultiQueries (failure on OpenGL/D3D11
back-end).
Bug: angleproject:2634
Change-Id: Idd1327b5472d0e8c2b69307a7f04a1da4a847a40
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336121
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: back sept 10 - Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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91004654
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2020-08-25T01:08:00
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Metal: Implement ANGLE_robust_resource_initialization.
Bug: angleproject:4929
Bug: angleproject:2634
Change-Id: Ib99b810059420e69d939f1bbb644c2b95de62850
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2374826
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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acda9dde
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2020-08-08T18:36:57
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Metal: Implement GL_OES_texture_3D
Bug: angleproject:2634
Change-Id: I8c46493ac28fe1bbfdb29ee3a60b23076bbc4c0c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336119
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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113c5e29
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2020-05-11T22:49:03
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Metal: deferred render command encoder creation.
MTLRenderCommandEncoder creation will be deferred until a render pass
ends.
Commands will be stored into a back-end owned buffer during render pass.
At the end of the render pass, those commands will be re-encoded into an
actual MTLRenderCommandEncoder.
Benefits:
- Useful for future implementation of occlusion query buffer where it
could be allocated right before the end of a render pass to be big
enough to store all queries within the render pass.
- It's possible to change load option (deferred clear) as long as there
is no draw call issued yet. This is not implemented yet.
- Possibility of commands' re-ordering.
Bug: angleproject:2634
Change-Id: I1348716aa882c0540d9120bf175d8dac13fb58bd
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193196
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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d1860ea1
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2019-11-19T23:04:00
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Metal: support OES_depth_texture
Also added Depth32 & Depth16 texture data upload tests.
Bug: angleproject:2634
Change-Id: I103f1cda1dc915f0dc8b04f7aaa2d8c0f9220cda
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1919281
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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e5b474c6
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2019-11-19T23:04:00
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Metal: support ANGLE_instance_arrays/EXT_instance_arrays
Also added TRIANGLE_FAN & LINE_LOOP instanced draws test cases.
Bug: angleproject:2634
Change-Id: I84740a7221ab49710cf23767c81fa2d303aad364
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1919280
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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05af7590
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2019-11-20T01:04:00
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Metal: Fix FramebufferMtl's read-after-delete
Due to late verification, ContextMtl might call onFinishedDrawingToFrameBuffer()
on a deleted framebuffer object inside syncState()
Fix:
- Switch to call onStartedDrawingToFrameBuffer() on new FBO instead of
calling onFinishedDrawingToFrameBuffer() on old (and possibly deleted)
FBO.
- Also discard framebuffer only takes effect per render pass. The
discard flag will be reset when render pass starts.
Bug: angleproject:4144
Change-Id: I7c6c96862892f1c241ce4af3b61862fa4b710a94
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1924101
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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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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