|
190028d3
|
2016-05-13T12:11:29
|
|
Clean up specifying colors and texture scale in MipmapTest
Remove unnecessary scale parameter from MipmapTestES3, and use the
GLColor class and EXPECT_PIXEL_COLOR_EQ instead of EXPECT_PIXEL_EQ for
greater readability.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I79c30ce85be5d554d89197f8f1ce7ab0c51c11b6
Reviewed-on: https://chromium-review.googlesource.com/344513
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
74c2347e
|
2016-05-09T17:30:30
|
|
Support EXT_multisample_compatibility in the GL backend
BUG=angleproject:1377
Change-Id: Ie14aceca8e01f1cbc93fd5bd06d986336fb752b3
Reviewed-on: https://chromium-review.googlesource.com/343501
Reviewed-by: Sami Väisänen <svaisanen@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
|
|
87fc71c4
|
2016-05-11T14:25:21
|
|
D3D: Reallocate storage when texture format changes with base level
Different levels of the same texture may have different formats, so
changing the base level may affect the format that should be used for
the storage. Take this into account in the D3D backend.
The added test fails on some GL drivers.
TEST=angle_end2end_tests
BUG=angleproject:596
Change-Id: I5380e942694a75685ebb510edb01c0489e0d5179
Reviewed-on: https://chromium-review.googlesource.com/344230
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
77ae8d57
|
2016-05-06T14:19:01
|
|
Share TextureState structure with TextureImpl
This refactoring patch removes the need to pass texture state to
methods of TextureImpl in some cases. It also adds target value to
TextureState, and moves TextureState definition to Texture.h.
The effective base level can now also be queried from TextureState,
which reduces the need to pass it around.
Two different code paths that dealt with the TextureStorage11 SRV
cache are combined into one.
Besides refactoring, this patch fixes applying mTopLevel twice when
determining the amount of mip levels TextureStorage11.
BUG=angleproject:596
TEST=angle_end2end_tests, angle_unittests
Change-Id: I1add3d9ad847bec56774e394125156cf9cb0fc2a
Reviewed-on: https://chromium-review.googlesource.com/342940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bc7b7ab0
|
2016-05-05T19:31:37
|
|
dEQP: Add GL ES display factory.
So we can run dEQP on the GL ES back end.
BUG=angleproject:1371
Change-Id: I7694d766f04997f9ba60ad0dd0bb4b30e714b4ae
Reviewed-on: https://chromium-review.googlesource.com/342843
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
0f2ef7f9
|
2016-05-11T12:51:05
|
|
Suppress and end2end failure caused by a Mesa bug
BUG=610800
Change-Id: I4ee6ba589afc98277c3cf50b8f57afb184b11216
Reviewed-on: https://chromium-review.googlesource.com/343994
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
2b4ce80c
|
2016-04-28T13:34:50
|
|
Implement GL_CHROMIUM_sync_query for D3D9 and D3D11.
BUG=angleproject:1366
Change-Id: Iadde61968f45b969c76578a6dd9116a25d63fb4b
Reviewed-on: https://chromium-review.googlesource.com/341230
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
7aea7e05
|
2016-05-10T10:39:45
|
|
Add EGLImplFactory.
Also rename ImplFactory to GLImplFactory.
This will allow us to use the same factory design pattern for EGL
objects, and to use State helper classes to share data with Impls.
BUG=angleproject:1363
BUG=angleproject:1369
Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7
Reviewed-on: https://chromium-review.googlesource.com/342051
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a314b61c
|
2016-03-10T16:43:00
|
|
Determine D3D texture storage size with correct base level
The size of the texture storage is now determined by extrapolating
the level zero texture dimensions from the base level dimensions.
This fixes crashing when images for levels below the base level are
not defined, and also fixes texture storage dimensions being
calculated wrong in case the levels outside the used level range have
dimensions that are inconsistent with the dimensions inside the used
level range.
Checking texture level completeness in TextureD3D is now done based on
the dimensions of the base level, and levels that are outside the base
level to max level range are not taken into account. Textures are
marked incomplete in case their base level is greater than their max
level.
Changing the base level can also affect the size of the storage
required for the texture. Old storage is now discarded when the base
level is changed and the new base level calls for different storage
dimensions.
Code in TextureD3D is refactored so that "base level" actually means
the base level of the texture specified through the GLES API, and
"level zero" is used where TextureD3D would sometimes previously use
"base level".
Changing either the base level or max level can also affect texture
completeness, so invalidate the cached completeness in Texture if
they are changed.
Some of the added tests are still failing on Intel and NVIDIA OpenGL
drivers because of driver bugs. Tests also fail on OSX.
BUG=angleproject:596
TEST=angle_end2end_tests,
dEQP-GLES3.functional.texture.* (no regressions),
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions),
dEQP-GLES3.functional.state_query.texture.* (no regressions)
Change-Id: Icd73d6e29f84a341ed5ff36d5ec5cb2f469cb4e8
Reviewed-on: https://chromium-review.googlesource.com/333352
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8415b5fd
|
2016-04-26T13:41:39
|
|
Pass ContextImpl to Framebuffer methods instead of ContextState.
BUG=angleproject:1363
Change-Id: I7e7524d95f2ca31c35918f9fe5c0cb681ed93616
Reviewed-on: https://chromium-review.googlesource.com/340746
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
437fa654
|
2016-05-03T15:13:24
|
|
Add a ContextImpl class.
This class can contain impl-specific functionality for a Context.
This will eventually replace the Renderer class, and we can then
start passing around a gl::Context instead of gl::ContextState.
In D3D11, the ContextImpl could hold a DeferredContext, which would
enable multi-thread rendering. In GL, we can implement non-virtual
(native) Contexts. In Vulkan it might store the logical device.
BUG=angleproject:1363
Change-Id: I39617e6d1a605d1a9574832e4d322400b09867ec
Reviewed-on: https://chromium-review.googlesource.com/340745
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3f572680
|
2016-04-26T13:41:36
|
|
Rename gl::VertexArray::Data to gl::VertexArrayState.
BUG=angleproject:1363
Change-Id: I5acf670bd88988941676cc9bc75606d55cca224e
Reviewed-on: https://chromium-review.googlesource.com/340744
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
15243d9b
|
2016-04-26T13:41:35
|
|
Rename gl::Shader::Data to gl::ShaderState.
BUG=angleproject:1363
Change-Id: I49cb5d7319742487c8c00c58ec58f9a29561b9c1
Reviewed-on: https://chromium-review.googlesource.com/340743
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bda75597
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
Reviewed-on: https://chromium-review.googlesource.com/341254
Reviewed-by: Ian Ewell <ewell@google.com>
|
|
48ef11b2
|
2016-04-27T15:21:52
|
|
Rename gl::Framebuffer::Data to gl::FramebufferState.
Moving this out of the Framebuffer class allows us to forward-
declare it.
BUG=angleproject:1363
Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112
Reviewed-on: https://chromium-review.googlesource.com/340741
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
9670b03e
|
2016-04-29T09:47:47
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|
Revert "Finish NV12 support via streams."
Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h
This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc.
Change-Id: I6e54305eba02b40927a35577594df39e951adb32
Reviewed-on: https://chromium-review.googlesource.com/341430
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
9b8b359f
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
|
|
65a0be92
|
2015-10-02T09:57:30
|
|
Implement program binary in ProgramGL.
BUG=angleproject:882
Change-Id: I8d57c185066e9fc0c1b8def09bc48d80ad97d328
Reviewed-on: https://chromium-review.googlesource.com/303901
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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|
d860552f
|
2016-04-13T10:19:12
|
|
Implement support for CHROMIUM_bind_uniform_location.
BUG=angleproject:1353
Change-Id: Ia219ff973de0de2f8e112c276b3ab6319f7d3884
Reviewed-on: https://chromium-review.googlesource.com/334252
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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|
d4f4c11b
|
2016-04-15T15:11:24
|
|
Fix deferring global array initialization
The initial implementation of DeferGlobalInitializers did not take
HLSL corner cases into account. In particular, in case there was a
const-qualified array variable with an initializer that contained
elements that weren't constant folded, initialization would not be
deferred and the global scope of HLSL output would contain a call to
angle_construct_into_*().
On the other hand, deferring global initializers was also done in
cases where it wasn't necessary. Initializers of non-const qualified
array variables that could be written as HLSL literals by HLSL output
were unnecessarily deferred.
This patch fixes both of these issues: Now all global initializers are
potential candidates for deferral instead of just those where the
symbol has the EvqGlobal qualifier, and initializers that are
constructors taking only constant unions as parameters are not
unnecessarily deferred.
BUG=angleproject:1205
BUG=541551
TEST=angle_end2end_tests
Change-Id: I4027059e0e5f39c8a5a48b5c97a3fceaac6b6f8a
Reviewed-on: https://chromium-review.googlesource.com/339201
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
82c47ad0
|
2016-04-20T18:28:47
|
|
Pass ImplFactory to Texture constructor
This improves encapsulation inside the Texture class, and removes
duplication of createTexture calls. This is a necessary step towards
adding a shared "Data" structure to the Texture classes, following a
similar pattern as for example the Framebuffer class.
This patch also shares the same MockFactory class among different
unit tests.
BUG=angleproject:596
TEST=angle_unittests
Change-Id: Ie8d3a9aa4ec35565d7ecbabb8c40e7b1ba068721
Reviewed-on: https://chromium-review.googlesource.com/340200
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
e4857c7d
|
2016-04-21T14:13:53
|
|
Buffer11: Use adaptive threshold for releasing system memory.
The hard-coded threshold of five uses before a release was regressing
the Oort online benchmark, which seems to use an index buffer many
times, then change to a different range of indices, which would need
to check the system memory for index range validation.
Also add a performance regression test, and an update to the perf
runner script which checks for the most recent binary among the search
directories.
BUG=594066
Change-Id: Id09cc32fd00bff1c72cbe9b6fb7c210fd047a551
Reviewed-on: https://chromium-review.googlesource.com/339271
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b97a3e77
|
2016-04-13T14:31:52
|
|
Clean up MipmapTest
This refactoring is done to prepare for adding more mipmap tests for
ES3 where base level / max level is changed from 0.
1. Reuse drawQuad() from ANGLETest instead of having completely custom
quad drawing code, and reuse the same clear+draw function for both 2D
and cube map texture tests.
2. Add a helper function for clearing texture level 0 with glClear.
3. Remove a few redundant texture binding and useProgram calls.
4. Rely on sampler uniforms being set to 0 by default and texture unit
0 being active by default.
5. Remove "Offscreen" from variable names.
6. Split SetUp functions to helper functions.
7. Reuse FillWithRGBA from TextureTest also in MipmapTest.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I9fd738f4b8b0a19c7aa1d267f7dbaa40a6935631
Reviewed-on: https://chromium-review.googlesource.com/338791
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
ae2d0a0e
|
2016-04-15T15:04:14
|
|
Fix incorrect dirty bit state tracking on D3D9 AMD with color masks.
When using the zero color mask workaround in StateManager9, the blend state and
blend equation were being modified. This caused inconsistant state if the
workaround stopped being used in subsequent draw calls. To deal with this
issue, dirty the BLEND_ENABLED and BLEND_EQUATION states when the COLOR_MASK
changes and dirty the COLOR_MASK state wheneither BLEND_ENABLED or
BLEND_EQUATION changes.
BUG=597107
Change-Id: I03de934b419b7593e4863838720ced1e5773c092
Reviewed-on: https://chromium-review.googlesource.com/339280
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
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b079c7af
|
2016-04-01T12:32:52
|
|
Wrap integer textures with correct wrap mode in HLSL
The wrap mode information for all three dimensions is packed to a
single integer in order to conserve sampler metadata space. Only one
int4 vector is used for the metadata for a single sampler.
The sampler metadata is now packed into a struct instead of an array
of integers in order to make the code more readable and maintainable.
The internalFormatBits field is not removed in this patch. It's better
to remove it in a separate patch, so restoring it is easier in case it
will be used for optimizing some of the texture sampling functions.
The wrap mode passed in sampler metadata is used to wrap the texture
coordinates in the code generated to implement ESSL 3.00 integer
texture sampling built-ins.
Those dEQP-GLES3.functional.texture.units.* tests that sample from
integer cube maps still fail on Intel D3D after this change,
presumably due to driver issues.
BUG=angleproject:1244
BUG=angleproject:1095
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.texture.units.* (all pass on NVIDIA),
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
Change-Id: I4e31e5796086f9cc290c6f1f8c4380a768758d71
Reviewed-on: https://chromium-review.googlesource.com/336638
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f4863a45
|
2016-04-12T11:37:23
|
|
Add a perf test for setting uniform data.
BUG=angleproject:1353
Change-Id: Iaae79bb85318583c12b9a939ea27a7f7f7f64faf
Reviewed-on: https://chromium-review.googlesource.com/338441
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
9a9c0484
|
2016-04-12T10:36:25
|
|
Lexer: Error out on invalid field start.
When parsing something like x.} the following would happen:
- Parsing "." the lexer would move to the FIELDS start condition
- Parsing } the lexer wouldn't find any <FIELDS> rule matching
- The parser would fall back to <*>. that was asserted unreachable.
The fix is to add a <FIELDS>. rule to catch bad field starts
BUG=angleproject:1352
Change-Id: I262d2b9ef5f7346c19ae5e19a173e24f40f2f600
Reviewed-on: https://chromium-review.googlesource.com/338222
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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|
50fcf744
|
2016-04-11T13:57:32
|
|
Add a test for gl_VertexID
BUG=angleproject:1217
BUG=587781
Change-Id: I2fd20c686863c1409228717606977a3c4e1cd7fa
Reviewed-on: https://chromium-review.googlesource.com/338180
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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52b09c2f
|
2016-04-11T14:12:31
|
|
Re-re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
Re-re-land with a fix for using XFB with deleted buffers.
BUG=angleproject:1327
Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158
Reviewed-on: https://chromium-review.googlesource.com/338003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
53a36004
|
2016-04-08T19:03:18
|
|
Revert "Re-land "D3D11: Implement dirty bits for VertexArray11."""
Seems to make the following dEQP test flaky:
dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback
doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate.
BUG=angleproject:1327
This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f.
Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208
Reviewed-on: https://chromium-review.googlesource.com/337961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
76d17b27
|
2016-04-07T20:05:18
|
|
Deqp gyp use_x11 fixes.
Remove the use_x11==1 condition from two things which have nothing to do
with x11: defining _GNU_SOURCE and choosing deqp_libtester_sources_unix.
This lets us build for Chrome OS where typically use_x11==0.
BUG=angleproject:1297
Change-Id: I9166f2a8119493aaab82af15e109d378fffb811a
Reviewed-on: https://chromium-review.googlesource.com/337695
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
ced87057
|
2016-04-04T16:34:27
|
|
Fix integer texture sampling with explicit gradients
The lod level should be selected according to the explicit gradients,
and the gradients are relative to the normalized texture coordinates,
so they need to be multiplied by the base level dimensions to get the
correct gradients to use in the lod level formula.
In the case of sampling integer cube maps, the derivatives of the
texture coordinates on the cube map face need to be calculated based
on the derivatives of the cube map direction vector components.
Also includes fix for sampling integer cube maps with explicit LOD.
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.shaders.texture_functions.*grad*
Change-Id: Iadd358e713fa9695e755e98db8f368e8c512ac45
Reviewed-on: https://chromium-review.googlesource.com/337100
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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a1c917f2
|
2016-04-06T13:50:03
|
|
Suppress samplers in structs test failures on Intel OpenGL
Some of the tests made to verify D3D implementation of samplers in
structs are failing on Intel's OpenGL drivers, so suppress the
failures.
Since the test was crashing in shader program setup, shader program
setup needs to be moved out of the SetUp() function of the texture
tests.
BUG=600758
TEST=angle_end2end_tests
Change-Id: I1b6e788d900425e914572d2a3d7ef1fc43146f50
Reviewed-on: https://chromium-review.googlesource.com/337500
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
54f8746e
|
2016-03-10T13:47:21
|
|
Add initial support for various stream extensions.
Add entry points and validation for various egl stream extensions
including EGL_KHR_stream_consumer_gltexture and
EGL_NV_stream_consumer_gltexture_yuv and NV_EGL_stream_consumer_external.
The extensions functionality is not yet implemented and the extension
strings are thus not exposed yet.
BUG=angleproject:1332
Change-Id: I115d872557db38d8dd94cc367038668406719109
Reviewed-on: https://chromium-review.googlesource.com/332026
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
|
|
4f66748d
|
2016-03-30T15:56:35
|
|
Fix buffer mapping validation and refactor entry points
Checks for extension support are added to GetBufferPointervOES,
mapBufferOES, unmapBufferOES, mapBufferRangeEXT and
flushMappedBufferRangeEXT.
The GetBufferPointerv function now checks if state is queried from
buffer object zero.
The code is also refactored so that validation happens in separate
validation functions and the implementations are in Context functions.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.negative_api.state.get_buffer_pointerv
dEQP-GLES3.functional.*buffer*map* (no regression)
Change-Id: I0f439abd12c92c51324f2e5a31bf621f61534306
Reviewed-on: https://chromium-review.googlesource.com/336164
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
9696316d
|
2016-03-21T11:54:33
|
|
Support ESSL structs containing samplers on D3D
Since HLSL can't natively handle samplers in structs, samplers need to
be extracted out of structs into separate variables in the translated
shader code. In HLSL 4.1, samplers that were in structs go into the
normal sampler arrays and are identified by index constants. In other
HLSL versions, samplers that were in structs are translated as uniform
variables.
These transformations are done inside the HLSL output classes, not as
tree transformations. This helps to keep the uniform API provided by
the shader translator intact.
Wherever a struct containing samplers is passed into a user-defined
function, the translated HLSL code passes the separate sampler
variables alongside a struct where the samplers have been removed.
The D3D backend in libANGLE queries the uniform registers of any
samplers that were in uniform structs, and adds them to the register
maps, so that correct sampler state gets assigned to them.
The extracted sampler variables are prefixed with "angle_" instead of
the usual "_" to prevent any name conflicts between them and regular
variables.
BUG=angleproject:504
TEST=angle_end2end_tests,
dEQP-GLES*.functional.shaders.struct.uniform.* (all pass),
dEQP-GLES*.functional.uniform_api.* (most now pass)
Change-Id: Ib79cba2fa0ff8257a973d70dfd917a64f0ca1efb
Reviewed-on: https://chromium-review.googlesource.com/333743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
0c0d8006
|
2016-04-01T18:21:06
|
|
Revert "Gyp build support for Chrome OS."
http://build.chromium.org/p/tryserver.chromium.linux/builders/linux_chromium_chromeos_rel_ng/builds/189745
../../third_party/angle/src/libANGLE/renderer/gl/glx/DisplayGLX.cpp:87:27: error: assigning to 'Display *' (aka '_XDisplay *') from incompatible type 'EGLNativeDisplayType' (aka 'long')
mXDisplay = display->getNativeDisplayId();
^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../../third_party/angle/src/libANGLE/renderer/gl/glx/DisplayGLX.cpp:93:19: error: comparison between pointer and integer ('Display *' (aka '_XDisplay *') and 'EGLNativeDisplayType' (aka 'long'))
if (mXDisplay == EGL_DEFAULT_DISPLAY)
~~~~~~~~~ ^ ~~~~~~~~~~~~~~~~~~~
TBR=kbr@chromium.org
TBR=jmadill@chromium.org
BUG=angleproject:1297
This reverts commit b5aa26bda986d7f367ed4c33e50e931e9620abe9.
Change-Id: Icf3bd84df4493e66e78f8351b1a3879893ae9d0e
Reviewed-on: https://chromium-review.googlesource.com/336849
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
3477f3a6
|
2016-03-29T17:15:29
|
|
Re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
BUG=angleproject:1327
Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9
Reviewed-on: https://chromium-review.googlesource.com/334225
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
701b74b0
|
2016-03-02T15:26:39
|
|
Add support for EGL_KHR_stream.
EGL_KHR_stream is now implemented. Since the extension does not come with
any producers or consumers, it does not have much functionality and the
implementation is therefore very simple (validation layers and a new
object to store some attributes). This however add the groundwork to add
the appropriate consumer and producer extensions to stream D3D NV12
textures directly into ANGLE which will significantly improve video
performance on Chromium on D3D-based platforms.
BUG=angleproject:1332
Change-Id: Ie240c73869f5098d1215cc5e27aa5decd06c3ed1
Reviewed-on: https://chromium-review.googlesource.com/330003
Commit-Queue: Ian Ewell <ewell@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
bb51c35c
|
2016-03-24T16:27:37
|
|
Insert slash when concatenating paths.
BUG=angleproject:1343
Change-Id: I04180135dcd3aac2d40dc3f6d32b1aad362c69d1
Reviewed-on: https://chromium-review.googlesource.com/334920
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
b076adde
|
2016-01-11T16:45:46
|
|
Implement gl_VertexID
BUG=angleproject:1217
Change-Id: Ibb9423d7de4966bce231734925a804b6340b5059
Reviewed-on: https://chromium-review.googlesource.com/321420
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
37477918
|
2016-03-30T14:54:40
|
|
Fix samplerParameter validation
Refactor the validation out from the API and into a separate Validate
function. Also check the sampler parameter first to match dEQP
expectations.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.negative_api.shader.sampler* (all pass)
Change-Id: I5f4072d9e52d37f741bd4c90f1bffe13371af3f5
Reviewed-on: https://chromium-review.googlesource.com/336162
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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|
9e3c615e
|
2016-03-29T21:58:33
|
|
Suppress end2end failures for the new Linux Intel bot.
Since this is a new bot, we should make it green ASAP so we can catch
any new regressions.
BUG=angleproject:1346
Change-Id: I2c1288b8115a9d7980d5a3f37753b35cbb837486
Reviewed-on: https://chromium-review.googlesource.com/336050
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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|
e2fcf5c3
|
2016-03-30T11:27:12
|
|
Fix C4434 warnings about 32-bit shift assigned to 64-bits
VS 2015 has a new or louder warning about 32-bit shifts that are then
assigned to a 64-bit target. This code triggers it:
int64_t size = 1 << shift_amount;
Because the '1' being shifted is a 32-bit int the result of the shift
will be a 32-bit result, so assigning it to a 64-bit variable is just
misleading.
In other cases the destination is a size_t which means that the warning
only shows up on 64-bit builds. However in this case the size_t was
later cast to a 32-bit type, so the warnings can be suppressed by
selecting more natural types and *deleting* some casts. The two warnings
were:
C4334: '<<': result of 32-bit shift implicitly converted to 64 bits
third_party\angle\src\tests\gl_tests\framebufferrendermipmaptest.cpp(90)
third_party\angle\src\tests\gl_tests\framebufferrendermipmaptest.cpp(156)
BUG=593448
Change-Id: Ice9f67096b155fbb5fa3247ad04ac41acffa36a5
Reviewed-on: https://chromium-review.googlesource.com/336332
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7d712e7d
|
2016-03-29T21:54:33
|
|
Re-land "Clean up Buffer11."
This cleans up some messy stuff from the emulated index buffers, which
were caching variables that didn't need to be cached.
Also add in missing error checks. This touches a lot of code.
Re-land with a fix for clang-win build.
BUG=angleproject:1327
BUG=angleproject:1310
Change-Id: I31ed81c7242782bef7c5f6cde2192552f7ff9403
Reviewed-on: https://chromium-review.googlesource.com/336052
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e34deaa3
|
2016-03-30T01:50:40
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|
Revert "Clean up Buffer11."
Fails Clang-win because of std::forward
..\..\third_party\angle\src\libANGLE/Error.h(60,40): error: no matching function for call to 'forward'
BUG=598944
BUG=angleproject:1327
BUG=angleproject:1310
This reverts commit 041d678b4764484386f934df927f00a5df48a351.
Change-Id: I9fb0685cd01090b1faf8417ffa3c9b49eeb4510e
Reviewed-on: https://chromium-review.googlesource.com/336040
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
041d678b
|
2016-03-29T17:00:47
|
|
Clean up Buffer11.
This cleans up some messy stuff from the emulated index buffers, which
were caching variables that didn't need to be cached.
Also add in missing error checks. This touches a lot of code.
BUG=angleproject:1327
BUG=angleproject:1310
Change-Id: Icd722d57d9449388fbabc62c7ea37f0526a568ff
Reviewed-on: https://chromium-review.googlesource.com/334731
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7d52be02
|
2016-03-24T14:40:58
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|
Move -lrt where it belongs.
Only deqp uses librt so the dependency belongs there, not in util.gyp,
and the condition should be OS==linux, not use_x11.
This lets things work on Chrome OS.
BUG=angleproject:1297
Change-Id: If397da5463b9c2d5217eb3b20841fa5a44bf56a3
Reviewed-on: https://chromium-review.googlesource.com/334813
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
7e2ba9ee
|
2016-03-29T15:22:01
|
|
Fix warning introduced in "Program::getUniformInternal: return only one array element"
The warning does not seem to occur on the Chromium bots, but shows
when compiling ANGLE standalone.
BUG=595836
Change-Id: I3c22bbea263223f9e92f82229817e9e9894a46ad
Reviewed-on: https://chromium-review.googlesource.com/335576
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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|
c3e55a43
|
2016-03-09T16:29:18
|
|
Validate program changes wrt transform feedback
UseProgram can't be called while transform feedback is active and
unpaused. Validate this by checking the presence of active transform
feedback in UseProgram.
LinkProgram or ProgramBinary can't be called while transform feedback
associated with the program is active. Validate this by going through
all of the existing transform feedback objects when one of these
functions is called and checking whether they are associated with the
program being changed. A program association is added to
gl::TransformFeedback to facilitate this.
BeginTransformFeedback can't be used to unpause a transform feedback
object, so code for that is removed.
The validation of the entry points touched in this patch is refactored
to follow the current convention of separate Validate* functions,
though with LinkProgram following this convention fully isn't
practical.
This patch also makes sure that ANGLE doesn't invoke behavior that the
GL spec doesn't specify if a program object associated with a paused
transform feedback is deleted.
Tests are edited so that they don't call UseProgram when it generates
an error.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.negative_api.shader.* (2 more tests pass),
dEQP-GLES3.functional.transform_feedback.* (no regressions),
angle_end2end_tests
Change-Id: I2e5b3a027ced11249b762ec01a29fa41d2c0dd96
Reviewed-on: https://chromium-review.googlesource.com/332141
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
6596c465
|
2016-03-17T17:26:58
|
|
Program::getUniformInternal: return only one array element
Reland with a compilation fix for GPU Builder, with a fix for
UniformTest.BooleanArrayUniformStateQuery and better formatting.
When getUniformInternal detected a mismatch between the glGetUniform
type and the uniform type, it entered a code path where it wrongly wrote
the whole array instead of a single element, causing a buffer overflow.
Adds a regression test.
BUG=595836
Change-Id: Ie860b87ad56046483650f457457116cc22bf3c0f
Reviewed-on: https://chromium-review.googlesource.com/334448
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
bc4c4bc5
|
2016-03-23T21:04:43
|
|
Re-land "Validate that attrib offsets don't overflow buffers."
During draw calls, we wouldn't add the current attrib offset to the
required draw call size when checking attributes. This could lead to
us producing warnings in the D3D11 runtime, and miss returning some
errors.
Re-land with a test data initialization fix, and with some extra
tests merged from another CL.
BUG=angleproject:1339
Change-Id: Ifd549c3b1f6871417dc1693cb3ec534414e92cfd
Reviewed-on: https://chromium-review.googlesource.com/333723
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b5aa26bd
|
2016-01-24T12:43:37
|
|
Gyp build support for Chrome OS.
Don't hard code "chromeos" to zero.
Fix incorrect assumptions that X11 would always be used on linux.
Introduce "angle_use_drm" as the Chrome OS alternative to "angle_use_x11."
Define USE_OZONE for Chrome OS.
Allow overriding pkg-config.
BUG=angleproject:1297
Change-Id: Ie85b5c37f39170e0d11f8fc1bb70c175db6ee334
Reviewed-on: https://chromium-review.googlesource.com/323610
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
5051eee5
|
2016-03-23T01:35:01
|
|
Revert "Program::getUniformInternal: return only one array element"
It breaks compilation on GPU Builder
This reverts commit 3ea54ba890f25fcce9213d8ab7c7f8a9fdf10cad.
Change-Id: Ie18f876b1db353d75cbd5a612f0a433cfc552ef2
Reviewed-on: https://chromium-review.googlesource.com/334405
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
3ea54ba8
|
2016-03-17T17:26:58
|
|
Program::getUniformInternal: return only one array element
When getUniformInternal detected a mismatch between the glGetUniform
type and the uniform type, it entered a code path where it wrongly wrote
the whole array instead of a single element, causing a buffer overflow.
Adds a regression test.
BUG=595836
Change-Id: Id7372faece276d28363a30bf3183497d97357c76
Reviewed-on: https://chromium-review.googlesource.com/333771
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
1a4523f3
|
2016-03-18T15:33:55
|
|
Avoid copying of texture format info structures
Use const pointers to the statically allocated structures instead of
copying them in TextureStorage11. This avoids the cost of copying and
saves a little bit of memory.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: Ib59fddd68ba9bc53e491d55683416c0661f26e0e
Reviewed-on: https://chromium-review.googlesource.com/333930
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
356f5165
|
2016-03-18T14:19:41
|
|
Add a texture data fill helper function to tests
Several tests need to initialize arrays of RGBA texture data. Add a
helper function for this to reduce duplication and to make the code
more readable.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Id4a35b34a8fad25c2dc263ad8635dd43355a4f17
Reviewed-on: https://chromium-review.googlesource.com/333911
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
41997e76
|
2016-03-10T13:38:39
|
|
Improve validation of Gen/Delete calls
Add checks for negative count to GenTransformFeedbacks and
DeleteTransformFeedbacks, and check for active transform feedbacks in
DeleteTransformFeedbacks.
Unify validation and error messages of all other Gen/Delete calls.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.negative_api.* (two more tests pass)
Change-Id: I128063fab3db27a25e282a10c916c53646d68b9c
Reviewed-on: https://chromium-review.googlesource.com/332142
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
00f394ec
|
2016-03-16T12:09:11
|
|
Revert Dirty bits for VertexArray11
This is a combination of two reverts:
Revert "D3D11: Remove unused mRenderer from VertexArray11."
Revert "D3D11: Implement dirty bits for VertexArray11."
Reverting only the first commit would trigger warnings on the Windows
clang bot.
BUG=594509
BUG=angleproject:1327
This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4.
This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9.
Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7
Reviewed-on: https://chromium-review.googlesource.com/332989
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
022315de
|
2016-03-13T08:18:03
|
|
D3D: Add perf test for dynamic buffer promotion.
Drawing with a DYNAMIC usage array or element array buffer should
eventually lead to internally switching to a static usage, if the app
doesn't modify the data very often. This perf test simply renders a
bunch of random indexed triangles where both buffers are specified as
DYNAMIC. It should perform just as well as the static usage after a
warm-up period.
BUG=angleproject:1334
Change-Id: Ibe432d2122feaefc82d3c11cdf227f93ada82eda
Reviewed-on: https://chromium-review.googlesource.com/332578
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
acea5015
|
2016-03-14T17:34:00
|
|
Add dEQP-EGL test expectations.
This will allow us to put these tests on the bots.
BUG=angleproject:1340
Change-Id: Ic91423414c06210a97f9fbeeda4b7a0796c490f7
Reviewed-on: https://chromium-review.googlesource.com/332219
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
7b591905
|
2016-02-26T14:37:57
|
|
D3D11: Use blit SRV format for blits
blitSRVFormat stores the format that is used with ANGLE's internal
blit shaders. By default, it is the same as the normal SRV format.
For integer textures with a red channel, the RTV format is used
instead. This makes it possible to change the storage format and the
SRV format for the integer textures without affecting the blit format.
The blitSRVFormat is used when doing blits in Blit11::copyTexture().
An exception is made for depth/stencil renderbuffer blit - in these cases
it is okay to assume that the regular SRV format works for blitting.
In the future the regular SRV format for integer textures will be changed
to be different from their blit SRV format.
TEST=angle_end2end_tests
dEQP-GLES3.functional.fbo.blit.* (no regression)
dEQP-GLES3.functional.texture.swizzle.* (no regression)
BUG=angleproject:1244
Change-Id: Ie0e790e58ec054b64ef5983a09dbfc7754f269ca
Reviewed-on: https://chromium-review.googlesource.com/327104
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
84c9f593
|
2016-03-09T14:37:25
|
|
Fix framebuffer attachment enum validation
In GLES 3.0, GL_COLOR_ATTACHMENTi enums run all the way up to i=31,
and don't stop at i=15 which the validation was previously checking
against. It's acceptable to use this new enum range also for
EXT_draw_buffers, since an error will still be generated if an enum
is outside the range of maximum supported attachments.
Also, generate INVALID_ENUM when dEQP tests expect it to be generated
for color attachment number that's outside the supported range. This
is not in line with the published 3.0 spec, but that's just an
oversight in the spec document.
Also fix incorrect INVALID_VALUE error in the validation of
renderbufferStorageMultisample to INVALID_OPERATION.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.negative_api.buffer.* (all pass)
Change-Id: Ib8cf92651d29ef8fe8da0ce4bfa456cbc4d48850
Reviewed-on: https://chromium-review.googlesource.com/332140
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
c979aabf
|
2016-03-12T00:26:44
|
|
Revert "Validate that attrib offsets don't overflow buffers."
Seems to fail the Windows 8 bots in FL9_3 for some reason.
https://build.chromium.org/p/chromium.gpu.fyi/builders/Win8%20Release%20%28NVIDIA%29/builds/20703
VertexAttributeTest.ShortNormalized_ES2_D3D11_9_3
VertexAttributeTest.ShortUnnormalized_ES2_D3D11_9_3
BUG=angleproject:1339
This reverts commit fb57c04c781df708a432f0e90acf2e431b7983bb.
Change-Id: I4c678ff6b337e9a3e0a1fc809f96f6b89407ea33
Reviewed-on: https://chromium-review.googlesource.com/332442
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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fb57c04c
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2016-03-10T11:35:17
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Validate that attrib offsets don't overflow buffers.
During draw calls, we wouldn't add the current attrib offset to the
required draw call size when checking attributes. This could lead to
us producing warnings in the D3D11 runtime, and miss returning some
errors.
BUG=angleproject:1339
Change-Id: I03555be396df46f83d96dfb34fbcb145169625e8
Reviewed-on: https://chromium-review.googlesource.com/331807
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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19d1dc99
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2016-03-08T17:18:46
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Add option to limit the number of function parameters
Trying to compile user-defined functions that have thousands of
parameters introduces some instability in native compilers, so it is
better to reject shaders with large numbers of function parameters
in ANGLE.
The check is only enabled if the SH_LIMIT_EXPRESSION_COMPLEXITY flag
is turned on. The default limit for the number of parameters is 1024,
but it can also be configured.
BUG=angleproject:1338
TEST=angle_unittests
Change-Id: I5c9b7a4e97e67f36e77f969368336fa8fffba1c3
Reviewed-on: https://chromium-review.googlesource.com/331970
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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bd382711
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2016-03-09T10:38:26
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dEQP GLES3 expectations: better suppression for flaky Linux trybot
BUG=angleproject:1323
Change-Id: I6d559db0e72e8efc37b447d15244465835a6f310
Reviewed-on: https://chromium-review.googlesource.com/331398
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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7d8585b8
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2016-03-09T15:53:12
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D3D11: Implement dirty bits for VertexArray11.
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
BUG=angleproject:1327
Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b
Reviewed-on: https://chromium-review.googlesource.com/330173
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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be59c2fb
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2016-03-07T11:32:34
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Fix ambiguous function call issues in HLSL output
D3D compiler can't resolve between these overloaded functions:
float4 vec4(float2x2 x0);
float4 vec4(float4 x0);
Include the parameter types in the function name to disambiguate
between overloaded user-defined functions and constructors, like this:
float4 vec4_float2x2(float2x2 x0);
float4 vec4_float4(float4 x0);
This is only done for float2x2 and float4 parameters, other parameter
types like float2x3 vs. float3x2 don't need this.
BUG=angleproject:1099
BUG=angleproject:1030
TEST=angle_end2end_tests,
dEQP-GLES3.functional.attribute_location.* (10 more tests pass),
dEQP-GLES2.functional.attribute_location.*
Change-Id: Ief047d41b0adbc238393c3c13cb29771cbb83d58
Reviewed-on: https://chromium-review.googlesource.com/329882
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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2b3cc815
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2016-03-04T13:57:51
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Fix state query for DEPTH_STENCIL attachment properties
Add missing negation to validate the existence of a DEPTH_STENCIL
attachment correctly.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.state_query.fbo.framebuffer_attachment_x_size_rbo,
dEQP-GLES3.functional.negative_api.state.get_framebuffer_attachment_parameteriv
Change-Id: I278875684fdff562d16faba9a7eca0aa83bf80e9
Reviewed-on: https://chromium-review.googlesource.com/329867
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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f945dc8f
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2016-03-07T16:22:11
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Skip the dEQP GLES3 functional.ubo tests on Linux.
We previously marked them as failing but they are causing a crash so we
skip them until they are fixed.
BUG=angleproject:1323
Change-Id: I717e402d56ea88ef93da50d10803d0a62aa58fdf
Reviewed-on: https://chromium-review.googlesource.com/331281
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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86821db3
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2016-03-04T12:05:47
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Add support for READ_BUFFER and SAMPLER_BINDING queries
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.state_query.integers.* (all pass)
Change-Id: I3a70335eeaef39822700ff639443a59849ed53fa
Reviewed-on: https://chromium-review.googlesource.com/329866
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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586bc55c
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2016-03-04T11:46:03
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Return the correct count from getAttachedShaders
The count should be the total amount of shader ids written. Before
this patch the code used to write the amount of attached shaders
to count regardless of the value of maxCount.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.state_query.shader.*
Change-Id: I5ae729748c7809f03fd496c927a76f60398d2b42
Reviewed-on: https://chromium-review.googlesource.com/329865
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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e36b92d4
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2016-03-04T15:46:58
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D3D: Use a single D3D buffer per static vertex attribute.
The current caching logic stores multiple static attributes in a single
buffer if the attributes share a D3D buffer - sometimes.
If a buffer is 'committed' (has been used in a draw) then we would
make a new D3D buffer for the next set of static attributes.
Instead use a simpler scheme of a single D3D buffer for each
static attribute. Also change rx::VertexBuffer to a reference
counted class. This simplifies the caching logic for static vertex
buffers (translated attributes) considerably. We only need to
release the buffers when the ref count is zero, and ensure we
track the ref count correctly when bound to D3D.
This leads the way towards using a simpler dirty bit scheme for
intelligent state updates, and less overhead doing work with
buffer state updates.
BUG=angleproject:1327
Change-Id: I99461d50b9663024eaa654cd56b42a63f1416d08
Reviewed-on: https://chromium-review.googlesource.com/330170
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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6ad07236
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2016-03-03T17:15:49
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Fix texture and sampler state queries
Round MAX_LOD / MIN_LOD values correctly according to section 6.1.2
of GLES 3.0.4, and add code for COMPARE_MODE and COMPARE_FUNC.
BUG=angleproject:1101
TEST=dEQP-GLES3.functional.state_query.texture.* (all pass),
dEQP-GLES3.functional.state_query.sampler.* (all pass)
Change-Id: I6043c308c23997513d5de70510a0267419dd1868
Reviewed-on: https://chromium-review.googlesource.com/330112
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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713e4db7
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2016-03-02T16:35:33
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D3D11: Fix RGBA32_UNORM integer vertex attribs.
This formats were mistakenly listed as having no conversion necessary
in the vertex formats table. Fix is to mark them as CPU-converted.
This bug would only occur for 'direct' storage attributes, not those
that were dynamically streamed.
BUG=angleproject:1331
Change-Id: Ifa51b47d75e2f5bc762a718587470950cf195cb4
Reviewed-on: https://chromium-review.googlesource.com/329999
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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bdec2f4e
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2016-03-02T16:35:32
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D3D11: Fix overlapping vertex shader signatures.
For the case of drawing with un-normalized integer vertex attributes,
we need to do some dynamic conversion in the VS. However, each
attribute can either be signed or unsigned, and our shader signature
code would treat both as a match, giving rise to a warning in the
D3D11 Debug runtime. It's unclear if this would give incorrect
results, but it certainly should not produce a warning.
BUG=angleproject:1329
Change-Id: I302d11b44e8a0ef981e89c181aefac5451a899b7
Reviewed-on: https://chromium-review.googlesource.com/329998
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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d8fa9215
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2016-03-02T11:51:43
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D3D: Refactor VertexBuffer::getSpaceRequired.
By making this a virtual call to BufferFactoryD3D (aka RendererD3D),
we can also stop having side-effects in the BufferD3D class of
creating a static buffer storage when we only want to know the space
required for some vertex elements.
This refactoring will aid implementation of VertexArray11 dirty bits.
BUG=angleproject:1327
Change-Id: I0e34c6e9f5da35edebc179d578ad9392dc0166db
Reviewed-on: https://chromium-review.googlesource.com/329741
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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7649fcaa
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2016-03-01T15:48:12
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Add wildcard suppression for flaky dEQP GLES3 tests on Linux
BUG=angleproject:1323
Change-Id: Idcd49f9744db6ea282ccc2b4fbb932642b1c4c49
Reviewed-on: https://chromium-review.googlesource.com/329738
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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e6bcdd24
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2016-03-02T11:26:02
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Fix a bug in EGLPresentPathD3D11Test
This test was releasing a resource created with a queried device
after it released the D3D11 device. It is problematic because the
error was not caught by the swarming tests on the trybots, but did
show up on the Intel bot because it was not a swarming test.
BUG=589851
BUG=angleproject:1219
Change-Id: I7383640df9794aaf0e32e0a7c276ae3b22232050
Reviewed-on: https://chromium-review.googlesource.com/330001
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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518b9fab
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2016-03-02T11:26:02
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Suppress some failing end2end_tests on Intel.
BUG=589851
Change-Id: Ia580cee30e6842aaddb4683025f425166f0f6120
Reviewed-on: https://chromium-review.googlesource.com/329735
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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f09bf669
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2016-03-02T11:26:01
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Revert "Suppress some failing end2end_tests on Intel."
This reverts commit 7208f6994cf7d810c2226965362aad43d2a66f53.
Still some failures on Intel, requires a slightly different solution.
BUG=589851
Change-Id: I6ac6599249e9e0f6319c917e04734cd48ca9274d
Reviewed-on: https://chromium-review.googlesource.com/329734
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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bc21e18b
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2016-02-23T16:04:57
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D3D11 Texture refactoring: Store ANGLEFormat in TextureStorage11
This is needed to enable removing GetDXGIFormatInfo calls, which are
difficult to use correctly due to a texture format being associated
with multiple DXGI formats. This is done in preparation of changing
some of the DXGI formats associated with integer textures.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.fbo.* (no regressions)
Change-Id: I992c4c06189887c1b9de02f9b63dd9a474fcffab
Reviewed-on: https://chromium-review.googlesource.com/329094
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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c4a96d67
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2015-07-23T17:37:39
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Names of built-in functions cannot be redeclared as functions
With ESSL 3.00, names of built-in functions cannot be redeclared as
functions, and therefore an error needs to be generated if a built-in
function is overloaded.
This is fixed by inserting unmangled built-ins into a special set in
the symbol table and checking if function declarations match any of
the built-ins in the set.
The regular symbol table structures can't be used for storing the
unmangled names because that interferes with name hashing in
OutputGLSL.
Credit goes to Arun Patole, apatole@nvidia.com for initially
investigating this issue and developing the first version of the
patch.
BUG=angleproject:1066
TEST=angle_unittests,
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function*
(2 tests started passing with this change)
Change-Id: I28c8325f5a3a8f4a97226b0dfdbb9762724fa609
Reviewed-on: https://chromium-review.googlesource.com/328994
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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7208f699
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2016-02-29T10:47:35
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Suppress some failing end2end_tests on Intel.
BUG=589851
Change-Id: I91588014784a8a9b75389aeb596923458c30d80a
Reviewed-on: https://chromium-review.googlesource.com/329427
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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eae0c7d4
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2016-02-26T14:41:55
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Add EGL tests to help troubleshoot environment problems
BUG=585132
Change-Id: I9d04ad1705f45280cc608f419dbbd56db44d4d80
Reviewed-on: https://chromium-review.googlesource.com/329324
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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ff92e1f5
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2016-02-24T15:45:20
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Add suppressions for dEQP-GLES3 on Linux
BUG=angleproject:1323
Change-Id: Id437ecd8c05e151558b66294f4c0946e0fee2df9
Reviewed-on: https://chromium-review.googlesource.com/329049
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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bc49758c
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2016-02-23T14:43:19
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Choose D3D11 swizzle formats in gen_texture_format_table.py
Making swizzle format data come from the ANGLE format table will make
it easier to make changes that affect both swizzle formats and regular
texture formats. Swizzle format is now specified manually for some
tricky formats, but for most it can be determined automatically from
the ANGLE texture format info.
The ANGLE texture format info in texture_format_table.json is changed
to facilitate this. The componentType field now captures only whether
the data is normalized, int or float and its signedness, but not the
width of the data type. Bit widths of the individual channels are
recorded in a separate "bits" object for each ANGLE format entry.
Also, a new 16-bit RGBA UNORM ANGLE format is added to support
swizzling 16-bit normalized depth formats.
This change is mostly just refactoring, but it fixes swizzling for
formats which have less bits for alpha than other channels:
- RGB10_A2
- RGB10_A2UI
- RGB5_A1
BUG=angleproject:1322
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.texture.swizzle.* (all pass)
Change-Id: I87d8a9cc0b6569191f50c41754d77b20ca6afef9
Reviewed-on: https://chromium-review.googlesource.com/329074
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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9062b3b7
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2016-02-25T13:30:50
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dEQP: Mark while 'continue' tests as failing on Linux.
These tests seem to be flaky, and now they are showing up in
a bunch of CLs as failures.
BUG=angleproject:1324
Change-Id: I47c0e0895f8d87fba52084cf571fb453e5d996e0
Reviewed-on: https://chromium-review.googlesource.com/329279
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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cca8bc91
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2016-02-25T20:00:09
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Revert "dEQP: Mark while 'continue' tests as failing on Linux."
Accidentally committed GLES3 suppressions to a GLES2 file.
BUG=angleproject:1324
This reverts commit ea9b92f6ad24b8643322e0b5cf03eaccfe9b0e27.
Change-Id: I510f05350d397ced8c68c3ea74c8549062835641
Reviewed-on: https://chromium-review.googlesource.com/329335
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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ea9b92f6
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2016-02-25T13:30:50
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dEQP: Mark while 'continue' tests as failing on Linux.
These tests seem to be flaky, and now they are showing up in
a bunch of CLs as failures.
BUG=angleproject:1324
Change-Id: Ie7dd70bde1490c8623910c6d319128ca1225990a
Reviewed-on: https://chromium-review.googlesource.com/329156
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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1fbc59fe
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2016-02-24T15:25:51
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D3D11: Enable dirty bits for Framebuffer11.
This patch works using a notification scheme - whenever a Texture or
Renderbuffer changes in such a way as to recreate its RenderTarget, we
pass a signal to the Framebuffer to invalidate some internal state.
Everything is entirely tracked in the Renderer11 layer, and the GL
layer is left untouched.
A RenderTarget11 now tracks points to which it is bound, and the
Framebuffer11 is mostly responsible for managing those links.
The three locations where we notify a Framebuffer when its bound
RenderTargets might be dirty are:
1) RenderTarget11::~RenderTarget
2) EGLImageD3D::copyToLocalRendertarget
3) TextureStorage11_2D::useLevelZeroWorkaroundTexture
This patch gives about a 10% score increase in the D3D11 draw call
benchmark on my system.
BUG=angleproject:1260
Change-Id: Ide38aeadff4a2681bf5bd685e8ca3c9e2612a380
Reviewed-on: https://chromium-review.googlesource.com/327255
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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f434906c
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2016-02-22T14:53:26
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Group D3D11 DXGI format info under a struct
This patch refactors how DXGI format info is stored. The goal is to
make it easier to make changes that affect both swizzle formats and
regular texture formats, and make it easier to pass the format sets
around.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: I1cc220bccbbdde9200a41829fdc37c8ec123c6a1
Reviewed-on: https://chromium-review.googlesource.com/329072
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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6151af8c
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2016-02-19T15:22:07
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Remove renderFormat from TextureFormat structure
The renderFormat is only ever needed in renderer11_utils when
determining which multisample sample counts a format supports.
Determine the renderFormat in the context where it is needed instead
of storing it in the TextureFormat structure. Extra fallbacks can
also be removed from the code.
The D3D11FormatTablesTest is restructured so that it doesn't need to
use the renderFormat field.
This refactoring is done to make it simpler to expand usage of the
ANGLE format enumeration in the C++ code.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.fbo.* (no regressions)
Change-Id: I980152eb2f3fdaaa1cc5b08e3c9b695c1625e9e5
Reviewed-on: https://chromium-review.googlesource.com/328680
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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6ad306cb
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2016-02-11T17:06:41
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dEQP: search for the data directory relative to the exe path.
BUG=580045
Change-Id: I58bfa9ab6766eaae756b3c0f4d28f545e86d543b
Reviewed-on: https://chromium-review.googlesource.com/327306
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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6ee394a1
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2016-02-18T13:30:09
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Add initializer function to more texture formats
All GL RGB formats that ANGLE stores as RGBA formats under the covers
need to have their alpha channel set to 1. See GLES 3.0.4 table 3.24
for the relevant spec. In some cases, this is handled by the
dataInitializerFunction associated with the format. Previously, some
texture formats had the function set correctly, but not all.
Associating formats with the datainitializerFormat is now a
responsibility of the gen_texture_format_table.py script. The new
automation there makes sure that all GL RGB formats emulated with
RGBA formats get a data initializer function.
Tests are added in end2end_tests for most of the RGB formats.
BUG=angleproject:1318
TEST=angle_end2end_tests
Change-Id: Iad860357f33d87c625445ea6c58a53af47e0b547
Reviewed-on: https://chromium-review.googlesource.com/328253
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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b9ada71d
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2016-02-17T11:45:58
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Sync the D3D11 rasterizer state if pointDrawMode or multisample changes.
When drawing points, culling is disabled to make sure the generated point
sprites are not culled. Since there are no dirty bits for pointDrawMode or
multiSample, they were not being checked to ensure the rasterizer state was
correct.
BUG=586531
Change-Id: I8fe60dd8d5bbc79b1bce2c0aa62c40cee560fe24
Reviewed-on: https://chromium-review.googlesource.com/327862
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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bce743ab
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2016-01-15T17:18:28
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Use texture base level to implement textureSize on D3D11 HLSL
HLSL GetDimensions call doesn't take the texture base level into account,
so ANGLE needs to use the texture base level passed in uniforms to
emulate ESSL textureSize() which does take it into account.
After this change the relevant dEQP tests pass on NVIDIA, Intel is still
suffering from an issue where a wrong value is returned when the lod
is > 0 (tested on Intel HD Graphics 4600). AMD is also suffering from an
unknown issue.
BUG=angleproject:596
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
(all pass on NVIDIA now), angle_end2end_tests
Change-Id: I13e33d126008ecdf2b89461a3fb5040949cf19e2
Reviewed-on: https://chromium-review.googlesource.com/322123
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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89f2845c
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2016-02-10T11:33:07
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Context virtualization for D3D11 queries
Queries in D3D11 are now virtualized such that they work as expected with
multiple contexts. Timer queries now only time the operations that their
context is responsible for and the operations of other contexts are
ignored.
BUG=angleproject:657
Change-Id: I667de594bdb5831d126d5801c0e692ded4c88bf4
Reviewed-on: https://chromium-review.googlesource.com/327150
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
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534bf87b
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2016-02-09T11:33:29
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Implemented instanced rendering for emulated point sprites
Non-instanced PointSprite emulation for lower feature levels is
implemented using D3D DrawIndexedInstanced and an instanced vertex
buffer containing a pointsprite quad.
GL instanced rendering using glDrawArraysInstanced and
glDrawElementsInstanced with pointsprite emulation is performed using
a for-loop. The loop iterates over each instance to render and adjusts
the buffer offsets accordingly. This is not performant and is only used
and required by this chosen pointsprite emulation method.
Indexed instanced (glDrawElementsInstanced), uses the same offset loop
because the vertex buffer containing the data to be rendered has already
been expanded using getEmulatedIndexedBuffer(). Expanding the buffer
makes the two rendering operations similar enough to share code.
BUG=angleproject:1279
TEST=angle_end2end_tests
Change-Id: If46cc9f158e29f5518c70ad630b3228f474a9f8b
Reviewed-on: https://chromium-review.googlesource.com/321407
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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