|
19b51d29
|
2018-09-19T15:14:45
|
|
ES31: Support textureGather[Offset] on shadow samplers
This patch implements translating textureGather[Offset] into HLSL
when the sampler is a shadow sampler. The related HLSL function
should be GatherCmp().
According to the definition of textureGatherOffset():
([ESSL 3.1] Chapter 8.9.3 Page 138)
- gvec4 textureGatherOffset(gsampler2D sampler, vec2 P,
ivec2 offset, [,int comp])
- vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P,
float refZ, ivec2 offset)
We need to add parameter "refZ" before "offset" when the sampler
is a shadow sampler.
Bug: angleproject:2826
Test: dEQP-GLES31.functional.texture.gather.basic.2d.depth32f.*
dEQP-GLES31.functional.texture.gather.basic.2d_array.depth32f.*
dEQP-GLES31.functional.texture.gather.basic.cube.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d_array.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d_array.depth32f.*
Change-Id: I9a7d095dd3cfa41aaefd14d012ed1f309abfc6d5
Reviewed-on: https://chromium-review.googlesource.com/c/1244081
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
5476e805
|
2018-10-05T13:23:03
|
|
Fix constructing void array zero nodes
Correctly sized void arrays can be needed after parsing has recovered
from an error and the code is trying to evaluate the constant value of
a node. Since now we just have a generic EOpConstruct op instead of
different ops for different types, we can simply remove the special
handling for void arrays in CreateZeroNode to create the arrays in the
correct size.
BUG=chromium:890581
TEST=angle_unittests
Change-Id: I48d96c9ef1d695cd8583a845fd4bd24a7aaf535c
Reviewed-on: https://chromium-review.googlesource.com/c/1264515
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
0ca09753
|
2018-09-24T11:00:50
|
|
Add GLES3 support for EXT_blend_func_extended
This adds GLES3 API support for EXT_blend_func_extended. The patch
includes the API entrypoints, validation and also implementation on
the desktop GL backend.
Instead of having built-in fragment color variables, ESSL 3.00 has
custom output variables, which can now be bound to either primary or
secondary output color locations. The "index" set to a custom output
variable determines whether it's used a primary or secondary blending
source color.
The shader layout qualifier takes precedence over the bind call. This
is not specified in the EXT spec, but is specified in desktop OpenGL
specs.
BUG=angleproject:1085
TEST=angle_end2end_tests
Change-Id: Ia24e8e5dadcc165e5e8fbd7c653c7fab6217db88
Reviewed-on: https://chromium-review.googlesource.com/c/1249361
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c3bef3e7
|
2018-10-03T07:35:09
|
|
Allow 'defined' in define in non-WebGL.
This is needed to pass dEQP conformance. Several of the harder dEQP
tests around this behaviour are excluded from the mustpass list. This
is presumably because the behaviours weren't implemented portably.
Nevertheless we need to support conformant behaviour for GLES 2.0
Contexts for the most simple uses.
This also leaves the error behaviour intact for WebGL specs.
Bug: angleproject:1335
Change-Id: Ia80b4f71475efa928488ee6c2ee35c566d4602d4
Reviewed-on: https://chromium-review.googlesource.com/c/1242013
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1dfd8ae2
|
2018-10-01T15:59:59
|
|
Improve test coverage of constant folding
Clean up some TODOs in the code as well as add tests to make sure that
ANGLE treats expressions indexing into constant arrays as constant
expressions in different contexts. This complements the existing tests
in ConstantFoldingTest.
BUG=angleproject:2298
TEST=angle_unittests
Change-Id: I779bf03891f7d06f14d293e69101c05d7dbf57b6
Reviewed-on: https://chromium-review.googlesource.com/1254067
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
a78092cb
|
2018-09-26T14:16:13
|
|
Support ESSL 3.00 EXT_blend_func_extended shaders
This adds support for the index layout qualifier that's used in
EXT_blend_func_extended to set whether a fragment output should be
bound to the primary or secondary blend source color.
Output locations are now validated correctly so that two outputs can
have the same location as long as they have a different index. Some
tests are fixed to allow this.
BUG=angleproject:1085
TEST=angle_unittests
Change-Id: I1de3ad1406398952287791eca367562bed59d380
Reviewed-on: https://chromium-review.googlesource.com/1245982
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a602f906
|
2018-09-11T14:40:24
|
|
ES31: Support shader storage buffer in D3D-API side.
Bug: angleproject:1951
Test: angle_end2end_tests
Change-Id: I0d8a4f8cf00fc7fd2d85315138e2b7457fd0b90c
Reviewed-on: https://chromium-review.googlesource.com/1242846
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
cf8ad760
|
2018-09-21T09:11:35
|
|
ES31: Support translating textureGatherOffset into HLSL
This patch implements the translation from GLSL texture function
textureGatherOffset into HLSL by using the optional "offset"
parameter of Texture2D.Gather[Red|Green|Blue|Alpha].
This patch also defines the implementation-dependent limit
MIN_PROGRAM_TEXTURE_GATHER_OFFSET and MAX_PROGRAM_TEXTURE_GATHER_OFFSET
on D3D11. According to MSDN, the valid range of "offset" used in
Gather should be [-32, 31].
https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm-
This patch also refactors OutputTextureGatherFunctionBody() so that
some redundant code can be removed.
BUG=angleproject:2826
TEST=dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d.rgba8.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d_array.rgba8.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d.rgba8.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d_array.rgba8.*
(without texture_swizzle)
Change-Id: Id0f411257b64c8a97428f16b1a86950ec6d36e2f
Reviewed-on: https://chromium-review.googlesource.com/1237303
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
b36a4816
|
2018-09-25T10:15:11
|
|
Vulkan: Add OpenGL line segment rasterization.
Line rasterization rules are implemented using a shader patch. The
patch does a small test and discards pixels that are outside of the
OpenGL line region.
The feature is disabled on Android until we can determine the root
cause of the test failures.
Bug: angleproject:2598
Change-Id: Ic76c5e40fa3ceff7643e735e66f5a9050240c80b
Reviewed-on: https://chromium-review.googlesource.com/1120153
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
74c179bb
|
2018-09-24T10:53:23
|
|
Vulkan: Refresh descriptor sets on driver uniform change.
In some state change scenarios the driver uniforms would be updated but
not reapplied to the current state. Fix this by setting the descriptor
sets dirty when we dirty the driver uniforms.
Includes a test using gl_DepthRange. Also fixes a bug with the upcoming
line segment rasterization emulation.
Bug: angleproject:2598
Bug: angleproject:2845
Change-Id: Ia66f3c86f9770ceb145069eec879fd8725111a76
Reviewed-on: https://chromium-review.googlesource.com/1240413
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c55aefe3
|
2018-08-28T19:59:00
|
|
ES31: Support atomic functions on D3D11 - Part III
This patch is the third one to support atomic functions on D3D11.
In this patch we enable support for atomic function returns outside of
assignments (e.g. part of arithmetic operations or to index into arrays) and
when used directly initialize a variable.
Note that we are still missing the functionality to be tag loops with
[allow_uav_condition] as required by InterlockedCompareExchange.
BUG=angleproject:2682
TEST=angle_end2end_tests
Change-Id: Ia409ebb10621fd5c514cf6c76f366a320a9d9fc1
Reviewed-on: https://chromium-review.googlesource.com/1208317
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
a977acc8
|
2018-09-19T12:46:05
|
|
ES31: Support translating textureGather into HLSL - Part I
This patch is the first one in the series of supporting GLSL texture
function textureGather/textureGatherOffset on D3D11.
According to ESSL 3.1 SPEC (Chapter 8.9.3, Page 130), the definition
of textureGather on sampler2D is:
gvec4 textureGather (gsampler2D sampler, vec2 P[, int comp])
The parameter "comp" is optional, and if it is specified, the value
of "comp" must be a constant integer expression with a value of 0, 1,
2, or 3, identifying the x, y, z, or w postswizzled component of the
four-component vector lookup result for each texel, respectively. If
comp is not specified, it is treated as 0.
According to the definition above, textureGather is equivalent to
Texture2D.Gather[Red|Green|Blue|Alpha] in HLSL, where we can use a
switch-case expression to choose the right HLSL texture function.
The features listed here will be implemented in the following patches:
1. Support textureGatherOffset
2. Support textureGather[Offset] on isamplers and usamplers
3. Support textureGather[Offset] on textures when swizzle is on
4. Support textureGather[Offset] on shadow samplers
BUG=angleproject:2826
TEST=dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.*
dEQP-GLES31.functional.texture.gather.basic.cube.rgba8.*
(without texture_swizzle)
dEQP-GLES31.functional.texture.gather.basic.2d_array.rgba8.*
(without texture_swizzle)
Change-Id: Iff2ed4f8b65dad613cb0bafdfd19f8f0528e832c
Reviewed-on: https://chromium-review.googlesource.com/1232980
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
017bda42
|
2018-09-14T18:11:50
|
|
Fix the ASSERT error
This change adds shader type checking before entering
initializeOutputVariables.
BUG: angleproject:2821
Change-Id: Ib931031f2fc187f1f2a1821a09664bbe172a5e90
Reviewed-on: https://chromium-review.googlesource.com/1226229
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
2da04538
|
2018-08-24T13:59:44
|
|
Add sampler2DMSArray support to HLSL output
This is done with small adjustments to TextureFunctionHLSL. Most of
the functionality was already in place before.
This changes the categorization of sampler types in BasicTypes.h
helper functions: 2D array samplers are no longer treated as 2D
samplers, but the two categories are now entirely disjoint. This
makes TextureFunctionHLSL a little bit simpler.
BUG=angleproject:2775
TEST=angle_unittests, angle_end2end_tests
Change-Id: I84d9b56c37b1aaa01ee5921b6f17f8a78698fce2
Reviewed-on: https://chromium-review.googlesource.com/1188562
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8e9d2340
|
2018-09-10T13:29:37
|
|
Vulkan: Fix FragCoord scaling when a viewport is applied.
We were using the pivot based on the viewport dimensions which is
only valid if the viewport is the size of the framebuffer. The more
correct pivot size is actually based on the Framebuffer height.
Also updates the driver uniforms block to be a bit simpler.
Bug: angleproject:2598
Change-Id: I1cb500cded7141d10e8db6862b6ed29758cc7fb4
Reviewed-on: https://chromium-review.googlesource.com/1214205
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
a735ee2f
|
2018-05-18T13:29:09
|
|
ES31: Support shader storage block in D3D11 compiler - Part1
This patch is the first step to implement a basic skeleton to translate
shader storage block to HLSL RWByteAddressBuffer.
In GLSL each shader storage block is just one structured block and in API side
it corresponds to a buffer range where stores the whole structure.
RWStructuredBuffer is an array-like object and can have many structured
elements. The structured element doesn't support unsized array and also have
a small limitation on the element size. So we choose RWByteAddressBuffer as
the counterpart of shader storage block in HLSL.
Due to RWByteAddressBuffer does not support using an index to reference a
specific location, we must use Load and Store to process the read/write
operation of a buffer variable. Moreover, in the compiler tree, since we
can't use variable name to get the resource value in RWByteAddressBuffer,
we have to calculate the offset of buffer variable in a shader storage block,
then call the corresponding wrapper function to get the right value.
In this patch, we only process below situations:
assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
The translation is like below:
// GLSL
#version 310 es
layout(local_size_x=8) in;
layout(std140, binding = 0) buffer blockA {
float f[8];
} instanceA;
layout(std140, binding = 1) buffer blockB {
float f[8];
};
void main()
{
float data = instanceA.f[gl_LocalInvocationIndex];
f[gl_LocalInvocationIndex] = data;
}
// HLSL
RWByteAddressBuffer _instanceA: register(u0);
RWByteAddressBuffer _blockB: register(u1);
float float_Load(RWByteAddressBuffer buffer, uint loc)
{
float result = asfloat(buffer.Load(loc));
return result;
}
void float_Store(RWByteAddressBuffer buffer, uint loc, float value)
{
buffer.Store(loc, asuint(value));
}
void gl_main()
{
float _data = float_Load(_instanceA, 0 + 16 * gl_LocalInvocationIndex);
float_Store(_blockB, 0 + 16 * gl_LocalInvocationIndex, _data);
}
We will do below things in the following patches:
1. Modify the intermediate tree to flatten all ssbo usages to:
assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
e.g.
intanceA.a +=1;
->tmp = intanceA.a;
intanceA.a = tmp + 1;
while(++instanceA.a < 16) {
}
->
int PreIncrement(out int a)
{
a += 1;
return a;
}
tmp = instanceA.a;
while(PreIncrement(tmp) < 16) {
instanceA.a = tmp
}
2. Add offset calculation for structure and array of arrays.
TODOs have been marked in the corresponding places in this patch.
3. Improve helper functions so that they can process all possible types.
TODOs have been marked in the corresponding places in this patch.
4. Process the swizzle situation.
TODOs have been marked in the corresponding places in this patch.
A possible method is to extend current helper functions like below:
*_Load(RWByteAddressBuffer buffer, uint loc, bool isSwizzle, uint4 swizzleOffset)
Bug: angleproject:1951
Test: angle_end2end_tests
Change-Id: I68ae68d5bb77d0d5627c8272627a7f689b8dc38b
Reviewed-on: https://chromium-review.googlesource.com/848215
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
fb19e084
|
2018-09-06T15:39:09
|
|
Vulkan: Correct gl_FragCoord with default FBO.
The viewport flipping we use would give incorrect values. Correct
them using the same logic we do for gl_PointCoord.
Also corrects the viewport scale driver uniform. It was not being
updated after the draw framebuffer setting was adjusted.
Also corrects the naming of the replaced builtin variables so it
can't possibly conflict with a user variable.
This was affecting the OpenGL line raster emulation.
Bug: angleproject:2598
Change-Id: I843b5ac7b02160a5ec81a6f8ed2d937b0937198b
Reviewed-on: https://chromium-review.googlesource.com/1208515
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
dff32a0d
|
2018-08-28T14:35:50
|
|
Support multisample arrays in shader programs
The added tests check that using textureSize() and texelFetch() on
textures with a fixed point format return expected results. texelFetch
is also covered for integer format textures.
dEQP GLES 3.1 tests also cover a variety of multisampled array texture
formats.
BUG=angleproject:2775
TEST=angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: I99b422e24b39e3563ed72f0fb85c9c1907df807d
Reviewed-on: https://chromium-review.googlesource.com/1196521
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
70a4ef10
|
2018-08-30T15:55:41
|
|
Vulkan: Fix depth range scaling.
We were using a formula that didn't work for some of the clipping
tests.
Bug: angleproject:2601
Change-Id: I60d965c2701656ad590c3b250c2cc777fb432421
Reviewed-on: https://chromium-review.googlesource.com/1194919
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f0d0408a
|
2018-08-28T16:02:13
|
|
Use OES_texture_storage_multisample_2d_array
There's an OES extension for multisample texture arrays,
OES_texture_storage_multisample_2d_array. Change references from
ANGLE_texture_multisample_array to the native extension in the shader
compiler.
ANGLE still needs to have robust behavior for out-of-range texel
fetches that's not found in the original extension, but this does not
need to be spelled out in the extension spec.
BUG=angleproject:2775
TEST=angle_unittests
Change-Id: Ie80ae767cc92ccaf7389af28789f45547f86978f
Reviewed-on: https://chromium-review.googlesource.com/1193266
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
3e217f65
|
2018-08-28T16:55:20
|
|
Rename UniformHLSL to ResourcesHLSL
In future, atomic counter and shader storage block will be added into UniformHLSL since
they all need the UAV register. So this change renames UniformHLSL to ResourcesHLSL.
Bug: angleproject:1951
Change-Id: Ie9eda090763fbb516468c138e65e111eb12fe514
Reviewed-on: https://chromium-review.googlesource.com/1193322
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1e1b731a
|
2018-08-28T13:27:23
|
|
Vulkan: Clean up point coord translation.
Use - 0.5 instead of + -0.5 in FlipGLPointCoord.
Bug: angleproject:2673
Change-Id: I819dcc45f9098ea64085eb71af8920fe99b67c62
Reviewed-on: https://chromium-review.googlesource.com/1194454
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8ca60805
|
2018-08-23T14:10:02
|
|
Add 2D MS array sampler support to compiler
This also places textureSize(gsampler2DMS) correctly in the ESSL 3.10
builtins instead of ESSL 3.00 builtins.
BUG=angleproject:2775
TEST=angle_unittests
Change-Id: Ieb0f7a7424a5558a5569af6d4fcbcc9b12ec9840
Reviewed-on: https://chromium-review.googlesource.com/1186466
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
35bc74d6
|
2018-08-03T14:07:59
|
|
ES31: Support atomic functions on D3D11 - Part II
This patch adds the support of translating atomicExchange and
atomicCompSwap without return value on D3D11 back-ends.
As the last parameter of the HLSL intrinsic functions
InterlockedExchange and InterlockedCompareExchange is not optional,
when there is a call of either atomicExchange or atomicCompSwap
without return value, we add a temporary variable for it, so that
we can directly translate all of such calls in outputHLSL.cpp.
BUG=angleproject:2682
TEST=angle_end2end_tests
Change-Id: I7e9c6d3c7d1846c865909b2f5a26592846c82582
Reviewed-on: https://chromium-review.googlesource.com/1161744
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
203b26f2
|
2018-07-25T10:30:43
|
|
ES31: Translate compute shader HLSL system variables in compile time
This patch moves the implementation of translating compute shader
builtin variables from link time to compile time.
Unlike graphics shaders that require the information from other
shader stages, we actually have enough information to translate
compute shader builtin variables in compile time.
Many redundant codes in DynamicHLSL have been removed after this
refactor.
BUG=angleproject:1442
Change-Id: I7458006785ff966a00a3825610adc5566652c75e
Reviewed-on: https://chromium-review.googlesource.com/1149609
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
76301e09
|
2018-07-19T11:48:30
|
|
Vulkan: Fix compound nested sampler struct params.
Replace the struct type of binary and symbol parameter nodes with a
lookup of the struct type in the tree.
Bug: angleproject:2494
Change-Id: I1e892e0f1b1f97302d1cdce1035f51c01d0efd9e
Reviewed-on: https://chromium-review.googlesource.com/1135695
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
06235df9
|
2018-07-20T14:26:07
|
|
Make HLSL shaders use only one main function
Instead of having separate main() and gl_main() functions in HLSL
shaders, add initializing outputs and inputs directly to the main
function that's in the AST.
This works around some HLSL bugs and should not introduce name
conflicts inside main() since all the user-defined variables are
prefixed.
BUG=angleproject:2325
TEST=angle_end2end_tests
Change-Id: I5b000c96aac8f321cefe50b6a893008498eac0d5
Reviewed-on: https://chromium-review.googlesource.com/1146647
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
da41ac69
|
2018-07-19T16:45:32
|
|
Fix decorating ViewID_OVR in HLSL output
ViewID_OVR should not be decorated in HLSL output since it is an
internal variable. Make sure that DecorateVariableIfNeeded() is used
for varyings instead of just Decorate() so that the internalness is
checked correctly and ViewID_OVR doesn't get decorated.
This avoids possible name conflicts between the internal ViewID_OVR
and any user-defined variables named ViewID_OVR.
BUG=angleproject:2062
TEST=angle_end2end_tests, angle_unittests
Change-Id: I9ed9876d4b2c760e7a11b0b270a2190993e840e5
Reviewed-on: https://chromium-review.googlesource.com/1143398
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e835609c
|
2018-07-12T12:36:47
|
|
Vulkan: Implement gl_DepthRange support using driver uniform
Bug: angleproject:2592
Change-Id: Iec3d111df4d8e5cef205c8afb177f0514ffac5c8
Reviewed-on: https://chromium-review.googlesource.com/1135448
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1283ef62
|
2018-07-12T10:15:42
|
|
translator: Add TIntermPreprocessorDirective.
This new node type can be used to inject preprocessor directives into
the intermediate tree. Outputting the preprocessor directive is easy
for the GLSL back-end. This can be used to implement workarounds such
as the OpenGL line rasterization rules on Vulkan.
Also fixes the build that was broken on Win/x64 with a prior change and
makes more methods in IntermNode.h const.
Bug: angleproject:2598
Change-Id: Ifd6d0ac7912ccf2137997bb9a0187fd063023d5e
Reviewed-on: https://chromium-review.googlesource.com/1133420
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9ff9c773
|
2018-07-11T13:08:18
|
|
Vulkan: Add driver uniforms for point coords flipping
This new driver uniform allows us to dynamically decide if we
flip the y coordinate of the gl_PointCoord variable.
We only flip the coordinate if we render downside-up, and otherwise
we cancel the flipping since the y coordinate doesn't need
modification anymore.
This completes all end2end and deqp gles2 tests success when viewport
flipping is enabled on Windows Nvidia.
Bug: angleproject: 2673
Change-Id: I570e01ef4965933428375f6ebd8eac83ef16fbff
Reviewed-on: https://chromium-review.googlesource.com/1133584
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c9c259cc
|
2018-06-13T11:03:22
|
|
Add a shared traverse() function for most node types
The traversal logic for many node types is essentially the same. Use
a single traverse() function for all simple node types instead of
having different ones for each node type. Special traversal code is
only needed for those node types where the traversal logic is
overridden in specific traversers or which do special bookkeeping.
This makes traverser behavior a bit more consistent: InVisit calls are
now done for all node types, including if/else, ternary and loop
nodes. Also false returned from visit function will always skip
traversing the next children of that node.
This reduces shader_translator binary size on Windows by 8 kilobytes.
The added helper functions will also make it easier to implement
alternative more efficient traversers.
Unfortunately this also regresses compiler perf tests by around 2-3%.
BUG=angleproject:2662
TEST=angle_unittests, angle_end2end_tests
Change-Id: I3cb1256297b66e1db4b133b8fb84a24c349a9e29
Reviewed-on: https://chromium-review.googlesource.com/1133009
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
84c11c53
|
2018-07-11T10:12:39
|
|
Vulkan: Implement sampler structs as function args.
Bug: angleproject:2494
Change-Id: Ia8e374846427b7140ab2565ae5b9b18409a76d96
Reviewed-on: https://chromium-review.googlesource.com/1117323
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a6a7842f
|
2018-06-28T08:32:54
|
|
ES31: Support atomic functions on D3D11 - Part I
This patch is the first one of the implementation of atomic
functions in D3D11.
There are mainly two differences in the usage of GLSL and HLSL
atomic functions:
1. All GLSL atomic functions have return values, which all
represent the original value of the shared or ssbo variable;
while all HLSL atomic functions don't, and the original value
can be stored in the last parameter of the function call.
2. For HLSL atomic functions, the last parameter that stores the
original value is optional except for InterlockedExchange and
InterlockedCompareExchange. Missing original_value in the call
of InterlockedExchange and InterlockedCompareExchange results
in a compile error from HLSL compiler.
To handle these differences, we plan to implement the translation
in two steps:
1. Support direct translations from GLSL atomic functions to HLSL
ones.
Direct translation can only handle the following two situations:
(1) The sentence is a GLSL atomic function call without requesting
a return value and it is not atomicExchange or atomicCompSwap:
e.g.
GLSL: atomicAdd(mem, value);
-> HLSL: InterlockedAdd(mem, value);
(2) The sentence is a simple assignment expression: its right is
a GLSL atomic function call and its left is a declared variable.
e.g.
GLSL: oldValue = atomicAdd(mem, value);
-> HLSL: InterlockedAdd(mem, value, oldValue);
2. Support atomic functions in the situations that don't support
direct translations.
We will modify the intermediate tree to make direct translation work
on all these situations.
e.g.
atomicExchange(mem, value);
-> int oldValue;
oldValue = atomicExchange(mem, value);
int oldValue = atomicAdd(mem, value);
-> int oldValue;
oldValue = atomicAdd(mem, value);
return atomicAdd(mem, value);
-> int temp;
temp = atomicAdd(mem, value);
return temp;
for (i = 0; i < atomicAdd(mem, value); ++i)
-> int temp;
temp = atomicAdd(mem, value);
for (i = 0; i < temp; ++i)
{
...
temp = atomicAdd(mem, value);
}
int result = isTrue ? atomicAdd(mem, value) : 0;
-> int result;
if (isTrue)
{
result = atomicAdd(mem, value);
}
else
{
result = 0;
}
This patch completes Step 1 which mainly focus on the translation
from GLSL atomic functions to HLSL ones.
BUG=angleproject:2682
TEST=angle_end2end_tests
Change-Id: I3b655b6e286dad4fd97f255f7fe87521c94db30c
Reviewed-on: https://chromium-review.googlesource.com/1121835
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
569b9cb9
|
2018-07-07T21:44:35
|
|
Fix run_code_generation.py hash calculation.
Open files with mode 'r' instead of 'rb' so the hash calculation
produces the same results on Linux and Windows.
Recalculate the hashes and proc_table_autogen.cpp which was out of date.
BUG=angleproject:2711
Change-Id: I31562c96ce36e6df009c44c565fe9a3f1b5ba6c4
Reviewed-on: https://chromium-review.googlesource.com/1128549
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
c0bb36cb
|
2018-07-10T11:10:31
|
|
Vulkan: Add driver uniforms to shader.
Bug: angleproject:2717
Change-Id: I542f3b0f2de21857d7fea0267f07d2d0eec78a8c
Reviewed-on: https://chromium-review.googlesource.com/1131567
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b7c4f2b9
|
2018-07-09T12:01:30
|
|
translator: Refactor interface block layout qualifiers.
This will make it easier to insert internal uniform layouts in Vulkan.
Bug: angleproject:2717
Change-Id: Ic1a76848337cc67a57698913c584d8596bf4f27e
Reviewed-on: https://chromium-review.googlesource.com/1127300
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d8b1c5c5
|
2018-06-20T12:08:46
|
|
Return ImmutableString from ArrayString()
This makes the compiler a few kilobytes smaller, and prepares getting
rid of TString altogether.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I93a003fe27b99bef72f872fa1066e2e108f934c5
Reviewed-on: https://chromium-review.googlesource.com/1107713
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8fbd9d96
|
2018-06-21T15:27:44
|
|
Use ImmutableString in ImageFunctionHLSL
This code is analoguous to the code in TextureFunctionHLSL and is now
implemented in a similar manner.
BUG=angleproject:2267
TEST=angle_unittests, angle_end2end_tests
Change-Id: Ie3503766217dad4f3848f2d4b2fc3f62b3edce0c
Reviewed-on: https://chromium-review.googlesource.com/1110366
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
71a151fd
|
2018-06-26T16:07:42
|
|
Vulkan: Use TSymbolTable in ExtractStructSamplers.
This will enable more code reuse when handling sampler struct as
function arguments. We can add the sampler structs to the symbol table
stack when they are function arguments.
Bug: angleproject:2494
Change-Id: I9eeb1d3822e34cd43535e1b16a98864545755d22
Reviewed-on: https://chromium-review.googlesource.com/1117322
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
cdf50444
|
2018-06-26T15:05:42
|
|
Add test for sampler struct rewriting indexing.
The concern originally was that rewriting sampler structs could lead to
incorrect behaviour for indexing. The test attempts to cover this but
doesn't repro. It possibly is not an issue.
Bug: angleproject:2494
Change-Id: Ibc34b08b5cee3b6ff82d150a64f1768aae64396f
Reviewed-on: https://chromium-review.googlesource.com/1117321
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ac1a377d
|
2018-06-26T15:05:38
|
|
Vulkan: Split tree ops into separate files.
This makes the design consistent. Added new files for
NameEmbeddedStructs and RewriteStructSamplers.
Bug: angleproject:2665
Bug: angleproject:2494
Change-Id: If7d22a6ce9a86d51d38f68787006b7a28957861e
Reviewed-on: https://chromium-review.googlesource.com/1108086
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b779b12c
|
2018-06-20T11:46:43
|
|
Add kEmptyImmutableString.
We can use this instead of ImmutableString("").
Bug: angleproject:2665
Change-Id: I8b3d5d3075838b9f2caa1627071202e48a5fdc83
Reviewed-on: https://chromium-review.googlesource.com/1108085
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
f54e93d6
|
2018-06-20T11:46:42
|
|
Vulkan: Implement nested sampler structs.
Nested structs are handled similarly as to non-nested samplers in
structs. They are extracted and named according to the same
pattern.
Also enables functional.shaders.random.all_features.fragment*
The remaining work in the samplers-in-structs implementation is to
translate function arguments.
Bug: angleproject:2494
Bug: angleproject:2595
Change-Id: If8170feb71137d4036d352b2b0078518647d48a1
Reviewed-on: https://chromium-review.googlesource.com/1101569
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
10887984
|
2018-06-20T11:46:41
|
|
Vulkan: Sampler structs in arrays.
Samplers are extracted from arrays of struct uniforms similarly as
with non-arrays. They are named according to the variable name,
array element and sampler field name.
Nested structs to come later.
Bug: angleproject:2494
Change-Id: Ie2f5f7bd1f747e73b3c6b505b2b1043cfe1073b5
Reviewed-on: https://chromium-review.googlesource.com/1101568
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a75aa3b2
|
2018-06-21T10:38:28
|
|
ES31: Support compute shader shared variables in HLSL
This patch implements 'shared' variables in compute shader on D3D11
back-ends. GLSL shared variables are translated into 'groupshared'
ones in HLSL.
Note that although HLSL allows initializing the variables with
'groupshared' qualifier, currently we do not initialize them because:
1. It is very slow to for d3d11 drivers to compile the compute shader if
we add the code to initialize a shared variable with large array size.
2. It seems unnecessary to do so and in GLSL it is not allowed to
initialize a shared variable in the declaration. (ESSL 3.1, Chapter
4.3.8)
BUG=angleproject:2682
TEST=angle_end2end_tests
Change-Id: Ica8247e1b98059968612a36e369718ef113a598c
Reviewed-on: https://chromium-review.googlesource.com/1109587
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
05a449a7
|
2018-06-20T18:08:04
|
|
Replace reinterpret_cast with safer or no cast
When casting types to one another in C++, the weaker the cast,
the better.
This change replaces instances of reinterpret_cast with static_cast
or no cast where it safe and correct to do so.
BUG=angleproject:2683
Change-Id: I99c9033614a65282ae1d78cf0f4b80fabd75877a
Reviewed-on: https://chromium-review.googlesource.com/1109396
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
1a3bbaa8
|
2018-01-25T11:41:31
|
|
Use ImmutableString instead of TString in QualifierTypes
This avoids unnecessary pool allocations when generating errors. Most
of the returned strings are static.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ia9b26898d499985d61e629fddde7aded4714eddf
Reviewed-on: https://chromium-review.googlesource.com/885818
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e033999e
|
2018-06-20T11:46:40
|
|
Vulkan: Add struct sampler parsing.
Vulkan requires all uniforms to be declared in a block. Uniform
blocks can't have store samplers. Thus we can't use structs in
samplers with Vulkan GLSL.
To work around this limitation we extract samplers from structs
and move them into standalone types. The samplers are named
according to the variable and struct fields.
Arrays of structs and nested structs to come later.
Bug: angleproject:2494
Change-Id: I83a94ab082c6ce7ee68ec1290751ecee18820683
Reviewed-on: https://chromium-review.googlesource.com/1101567
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4da0d315
|
2018-06-20T11:46:38
|
|
Vulkan: Handle embedded struct uniforms.
Also known as nameless structs. Uniform structs without a struct name
would not be parsed correctly. This fixes the bug by adding a tree
transformation. The transformation gives an internally scoped name to
the embedded struct.
Bug: angleproject:2665
Change-Id: I43e4dad7d9ad64a40e382066bb136e4f8f719797
Reviewed-on: https://chromium-review.googlesource.com/1101566
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
72e3589c
|
2018-06-20T11:43:08
|
|
Refactor debug output of types
Instead of passing around strings from TType::getCompleteString(),
add a stream operator to InfoSinkBase that takes a TType. This makes
the compiler executable a few kilobytes smaller and will help with
getting rid of TString altogether.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I31a6693b40a28824b3959e19ad3c0a2ce0f0a35f
Reviewed-on: https://chromium-review.googlesource.com/1107712
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f5557acc
|
2018-06-15T09:46:58
|
|
translator: Store symbol type in TField.
This allows us to keep a separate symbol type for each field in a
struct. This can allow us to assign internal names to struct types.
It could also allow us to add internal fields to user defined stucts.
Bug: angleproject:2665
Change-Id: I6a129107d9db66c54b98b07684c3ead5801712ba
Reviewed-on: https://chromium-review.googlesource.com/1101565
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
50cf2be0
|
2018-06-15T09:46:57
|
|
Reformat some style in touched files.
This was triggered by running the code generation script.
Bug: angleproject:2665
Change-Id: Id639c78eb618182ee1859678590cf0f559b572c2
Reviewed-on: https://chromium-review.googlesource.com/1101564
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
06a22620
|
2018-05-18T16:48:41
|
|
ES31: Use indices to access image variables in built-in image functions
In order to implement glBindImageTexture to bind a layer of 3D/2DArray/Cube
texture, use indices to access image variables when translating built-in
image functions.
There is a conflict when transferring image2D/iimage2D/uimage2D variables to
an user defined function. For example,
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) readonly uniform highp uimage2D uImage_2;
uvec4 lod_fun(uimage2D img, ivec2 p)
{
return imageLoad(img, p);
}
void main()
{
uvec4 value_1 = lod_fun(uImage_1, ivec2(gl_LocalInvocationID.xy));
uvec4 value_2 = lod_fun(uImage_2, ivec2(gl_LocalInvocationID.xy));
}
If uImage_1 binds to a 2D texture, and uImage_2 binds to a layer of 3D texture,
uImage_1 will be translated to Texture2D type, and uImage_2 will be translated to
Texture3D type, "img" type of lod_fun will be translated Texture2D, so uImage_2
cannot be transferred to lod_fun as a parameter.
Indices without Texture/RWTexture information could handle this situation easily.
BUG=angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: I7647395f0042f613c5d6e9eeb49392ab6252e21e
Reviewed-on: https://chromium-review.googlesource.com/1065797
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
ad2ae93e
|
2018-06-11T15:31:17
|
|
Vulkan: Clamp the point size range to have a min value of 1.0
Bug: angleproject:2658
Change-Id: I32ff9aa27b064d9977eea0b83b18c52c4e42e38d
Reviewed-on: https://chromium-review.googlesource.com/1096054
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
93279812
|
2018-06-13T11:22:15
|
|
Remove unnecessary checks when traversing nodes
All children of binary and ternary nodes are guaranteed to be
non-null. We don't need to check for their existence when traversing
the tree.
BUG=angleproject:2662
TEST=angle_unittests
Change-Id: I5575058e7213d0c4b4554ca616b4298e535842d6
Reviewed-on: https://chromium-review.googlesource.com/1098670
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f462ac1b
|
2018-06-13T10:22:43
|
|
Remove TIntermRaw
It's not used anywhere and removing it will make changing traversal
code a bit simpler.
BUG=angleproject:2662
TEST=angle_unittests
Change-Id: I4a430a09ceb538c8b0e5d1bb0a95f3fd7657c276
Reviewed-on: https://chromium-review.googlesource.com/1098671
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e18b8147
|
2018-06-07T11:53:19
|
|
Vulkan: Fix point coord management
The gl_PointCoord.y coordinate needs to be flipped
around the X axis in Vulkan to have correct results.
Bug: angleproject:2457
Change-Id: I0d87ad28366623c2be0867c610cc35678a4af43f
Reviewed-on: https://chromium-review.googlesource.com/1090824
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Luc Ferron <lucferron@chromium.org>
|
|
c3907efa
|
2018-06-08T13:03:15
|
|
Always use custom float parsing in GLSL
We now always use custom parsing code for parsing floats in GLSL
shaders. Previously this code was only used in corner cases that
stringstream parsing did not handle according to the GLSL spec.
This is slightly faster in compiler perftests, and results in a
smaller binary as well.
Some new test cases are added to make sure that the custom float
parsing behaves correctly.
BUG=chromium:849245
TEST=angle_unittests, angle_perftests
Change-Id: I2a88ec6a8b427016e34519d72bc98216947a4c64
Reviewed-on: https://chromium-review.googlesource.com/1092697
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
2a12b3d5
|
2018-05-23T13:42:13
|
|
ES31: Add struct uniform block support in compute shader for D3D
BUG=angleproject:2577
TEST=angle_end2end_tests
Change-Id: I4d84a10508458444d559013e658ae88cd2923f91
Reviewed-on: https://chromium-review.googlesource.com/1069989
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
8073a951
|
2018-05-09T16:41:39
|
|
Enable warning for non-virtual destructors
Virtual functions are removed from TSymbol, so the warning for
non-virtual destructor found in a class with virtual functions can be
enabled.
BUG=angleproject:2417
TEST=angle_unittests
Change-Id: Icd0ea2c77ce826739fbe954137f8ee78e6ef5386
Reviewed-on: https://chromium-review.googlesource.com/1051830
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
67d2cd07
|
2018-05-07T10:27:22
|
|
Issue a clearer warning about negative modulus operands
This also adds unit tests for negative modulus operands.
BUG=chromium:839468
TEST=angle_unittests
Change-Id: I6ab5959ba4f7045d2bde71d246695ef0983c5608
Reviewed-on: https://chromium-review.googlesource.com/1046055
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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|
983460e6
|
2018-05-02T17:57:39
|
|
Rewrite repeated assignments to swizzled vectors on NVIDIA
This works around the most common instances of a bug that reproduces
on some NVIDIA OpenGL drivers prior to version 397.31.
BUG=chromium:798117
TEST=angle_end2end_tests
Change-Id: Iafc6a9a64e56fa98b42117149fe6867040e932e5
Reviewed-on: https://chromium-review.googlesource.com/1042190
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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197d5294
|
2018-04-25T14:29:00
|
|
Wrap all preprocessor code in the angle namespace.
BUG=836820
BUG=801364
Change-Id: I08b6a2f9f12b689e09df6efd916c313e71e8a051
Reviewed-on: https://chromium-review.googlesource.com/1028581
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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f827123d
|
2018-04-25T13:08:24
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|
Handle negative float to uint conversion robustly
Converting a negative float to uint is undefined in the GLSL ES 3.00.6
spec.
However, it improves portability if we don't trigger undefined results
in C++ in this case. To do this, we cast negative floats first to
signed integer before casting them to unsigned integer.
We also issue a warning about an undefined conversion in case a
negative float was converted to uint.
BUG=chromium:835868
TEST=angle_unittests
Change-Id: I9835a739ec80699d420a4f91a3bfa112c9a13604
Reviewed-on: https://chromium-review.googlesource.com/1026681
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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37b3e596
|
2018-04-23T11:56:09
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|
Add documentation for writing AST transformations
This adds documentation that was previously being drafted at
https://docs.google.com/document/d/1Pe3zkEZiYrtrjs7r9p0_bYFwnOO7bo0BlMYi27sakuk/edit?usp=sharing
Change-Id: I6ecd8e3e5a946960837fee8514ba130e01f9230c
Reviewed-on: https://chromium-review.googlesource.com/1023392
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
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3ec304db
|
2018-04-18T14:14:25
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|
Vulkan: Support struct initializers in shaders
Also adds a new test in GLSLTest to validate the initialization of
a struct on the same line as its declaration.
Bug: angleproject:2459
Change-Id: Ib37e20378f8ec76541db26392663bcba03390756
Reviewed-on: https://chromium-review.googlesource.com/1017340
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
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f1d3c20c
|
2018-04-16T07:44:27
|
|
Vulkan: Fix the issue with unused attributes / varyings
When an attribute, a uniform or a varying isn't used, we now remove
their layout and in/out qualifiers so that the shader can still refer
to these var names.
Bug: angleproject:2456
Change-Id: I5f1241d91bd46f663750adfab2562ef87ce69ae5
Reviewed-on: https://chromium-review.googlesource.com/1014009
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
c90d4d38
|
2018-04-17T13:11:15
|
|
Fix problematic query in TOutputGLSLBase::visitDeclaration.
There was an invalid derefernce that for some reason was not
caught on the bots.
Bug: angleproject:2456
No-Try: True
Change-Id: I088e9671122fd25077027cb2eb577aa099fdcacf
Reviewed-on: https://chromium-review.googlesource.com/1015287
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
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aed1b56a
|
2018-04-17T11:47:46
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|
Prerequisite code for simpler GlslangWrapper.
This makes two changes for the linking step:
* allows symbol names in TOutputGLSLBase::writeVariableType
* stores a list of inactive varying names in VaryingPacking
Bug: angleproject:2456
Change-Id: Id651721a008c049508303d18c45c6b96c76114d9
Reviewed-on: https://chromium-review.googlesource.com/1014707
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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76b2c385
|
2018-03-19T15:51:29
|
|
Store invariant declarations in variable metadata
This is simpler than storing the information in symbol table levels.
Invariant declarations can only be present at the global scope, so
storing the information per level is not required.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Idb07d734950c8a0a8bda5b2380e181902f9eb633
Reviewed-on: https://chromium-review.googlesource.com/1007060
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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15215261
|
2018-04-11T12:14:55
|
|
Enable unneeded-internal-declaration compiler warning
No longer have issues with unneeded internal declarations
now that Tokenizer.cpp has been updated so re-enable
compiler warning to catch future issues.
BUG:angleproject:2451
Test: build
Change-Id: I30daadc8c7374bcae753a7e69cb9a72855a1f548
Reviewed-on: https://chromium-review.googlesource.com/1007965
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d91c3793
|
2018-04-06T09:36:36
|
|
Vulkan: Implement support for structs in uniforms
- Also enables 174 additional dEQP tests.
Bug: angleproject:2446
Change-Id: I07cce46815d2f7a80fd48e7fd9407f7d528b397f
Reviewed-on: https://chromium-review.googlesource.com/998406
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Luc Ferron <lucferron@chromium.org>
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bb52c523
|
2018-04-06T10:22:22
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|
Invariant declaration doesn't make a variable active
Invariant declarations didn't affect static use before, but now they
are also skipped in CollectVariables so an invariant declaration is
not enough in itself to mark a variable as active. This fixes an
assert in CollectVariables.
BUG=chromium:829553
TEST=angle_unittests
Change-Id: I3e51d2916f091bcc283af136a4abc846ff71447d
Reviewed-on: https://chromium-review.googlesource.com/999532
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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5ae64c94
|
2018-04-06T11:27:03
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|
Fix writing hex values in ImmutableStringBuilder
The old code was accidentally using letters offset by 10 when writing
out hex values >= 10. Now the letters a to f are used as they should.
This is one issue that changed shader output when ImmutableString was
introduced, so it is a potential cause for a regression detailed in
bug 824062, though this has not been verified.
BUG=chromium:824062
TEST=angle_unittests
Change-Id: Idb871dffba32a3ab20df0fe17b4b1a98ec00b7fa
Reviewed-on: https://chromium-review.googlesource.com/999480
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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4002e92a
|
2018-04-04T16:55:34
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|
Guard traversers used during parsing against stack overflow
Traversers used during parsing can be vulnerable to stack overflow
since the AST has not yet been validated for max depth. Make sure to
check for traversal depth in traversers used during parsing.
We set the maximum traversal depth in ValidateGlobalInitializer and
ValidateSwitchStatementList to 256, which matches the default value
for validating general AST complexity. The depth check is on
regardless of compiler options. In case the traversers go over the
maximum traversal depth, they fail validation.
BUG=angleproject:2453
TEST=angle_unittests
Change-Id: I89ba576e8ef69663ba35d7b9050a6da319f1757c
Reviewed-on: https://chromium-review.googlesource.com/995795
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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5fec7ab2
|
2018-04-04T11:58:33
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|
Identify functions by unique id in BuiltInFunctionEmulator
Now that unique ids of all builtins are compile-time constants, we can
use them to look up functions in BuiltInFunctionEmulator. This is
simpler than using a custom struct with the name and parameters for
identifying functions.
This requires that we store a reference to a TFunction in those
TIntermUnary nodes that were created based on a function.
This decreases shader_translator binary size by about 6 KB on Windows.
BUG=angleproject:2267
BUG=chromium:823856
TEST=angle_unittests
Change-Id: Idd5a00c772c6f26dd36fdbbfbe161d22ab27c2fe
Reviewed-on: https://chromium-review.googlesource.com/995372
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
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fd643283
|
2018-04-04T16:12:09
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|
Disallow case statements nested in blocks
The GLSL ES 3.00.6 spec is a bit unclear on this, but it does disallow
case statements "inside control flow". GLSL ES 3.10 clarifies this and
disallows any nesting of case or default labels within other
statements.
BUG=angleproject:2452
TEST=angle_unittests
Change-Id: I289bb39abb5227eab7117638af388b0a57dc5dd8
Reviewed-on: https://chromium-review.googlesource.com/995478
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
59c5b897
|
2018-04-03T11:44:50
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|
Validate gl_FragData and gl_FragColor access after parsing
After this simply declaring both variables invariant is not treated as
static use.
This simplifies ParseContext a bit, but the effect on compiler
performance tests seems marginal.
BUG=angleproject:2450
TEST=angle_unittests
Change-Id: Ib90cb1d2bd1331542d1cd37732f24efb7833036a
Reviewed-on: https://chromium-review.googlesource.com/992112
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
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94bbed1e
|
2018-03-20T14:44:53
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|
Collect static use information during parsing
We now collect metadata for variables in the symbol table. The
metadata is stored in a map using the variable unique id as a key, so
we can store the variables themselves as constexpr while still having
dynamic metadata.
For now we collect whether a variable is statically read or written.
This can be used to more accurately determine whether a variable is
statically used, but can also enable more optimizations in the future,
such as pruning variables that are never read or folding variables
that are never written after initialization. The collection is done
during parsing, so that nothing is pruned from the AST before the
static use is recorded.
Static writes are flagged in ParseContext::checkCanBeLValue, as that
function is already called for all variables that are written.
Static reads are flagged whenever there's an operation that requires
a variable to be read. This includes:
* Unary and binary math ops
* Comma ops
* Ternary ops
* Assignments
* Returning the variable
* Passing the variable as an in or inout argument to a function
* Using the variable as a constructor argument
* Using the variable as an if statement condition
* Using the variable as a loop condition or expression
* Using the variable as an index
* Using the variable as a switch statement init expression
In case there are statements that simply refer to a variable without
doing operations on it, the variable is being treated as statically
read. Examples of such statements:
my_var;
my_arr[2];
These are a bit of a corner case, but it makes sense to treat them as
static use for validation purposes.
Collecting correct static use information costs us a bit of compiler
performance, but the regression is on the order of just a few percent
in the compiler perf tests.
BUG=angleproject:2262
TEST=angle_unittests, angle_end2end_tests
Change-Id: Ib0d7add7e4a7d11bffeb2a4861eeea982c562234
Reviewed-on: https://chromium-review.googlesource.com/977964
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
89398b65
|
2018-03-21T17:30:50
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|
Avoid mangled name comparisons of 3-parameter functions
The hash values used for looking up built-ins now encode whether the
mangled name contains arrays, structs or interface blocks in its
parameters list. This is written in the most significant bit of the
hash value.
We check this bit at the start of built-in lookup and if the bit is
set we exit early. After that we know that the lookup name doesn't
contain array, struct or interface block parameters.
When we find a hash that matches a hash of a built-in function, we now
know 3 things:
1) the length of the mangled name matches
2) the open parentheses in the mangled name matches
3) the lookup doesn't contain array, struct or block parameters.
Additionally, we have an if statement checking whether the function
name matches. Collisions are only possible with functions that
1) have the same name
2) have the same number of parameters
With these preconditions we can check beforehand whether collisions
are possible for 3-parameter functions. If there are no collisions, we
don't need to compare the full mangled name. This is similar to what
was already being done with functions that had 0 to 2 parameters.
This reduces shader_translator binary size by around 4 KB on Windows.
Besides increased complexity, the tradeoff is that an exhaustive
search of hash values for possible 3-parameter combinations is costly,
so the gen_builtin_functions.py code generation script now takes
around one minute to run on a high-end workstation. Due to this, the
script now exits early if it detects it has already been run with the
same inputs based on a hash value stored in
builtin_symbols_hash_autogen.txt.
BUG=angleproject:2267
BUG=chromium:823856
TEST=angle_unittests
Change-Id: I3ff8c6eb85b90d3c4971ac8d73ee171a07a7e55f
Reviewed-on: https://chromium-review.googlesource.com/973372
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b1de5a7e
|
2018-03-28T14:07:57
|
|
Prevent stack overflow due to recursive swizzle of an l-value
Long chains of recursive swizzling could previously cause a stack
overflow in checkCanBeLValue. Fold recursive swizzling when it is
parsed to prevent this.
BUG=angleproject:2439
TEST=angle_unittests
Change-Id: I83b4c27442185709f6762d5ec23b93244010da05
Reviewed-on: https://chromium-review.googlesource.com/983593
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
2371acad
|
2018-03-27T16:03:03
|
|
Vulkan: Support for uniform arrays
- Enable dEQP tests for uniform arrays
- Fix the shader translator to support arrays
- Fix for finding the uniforms location
- Support get/set of uniform array values
Bug: angleproject:2416
Change-Id: I7d0e9c602840ffb915f8ea3ba5d832d03bd74985
Reviewed-on: https://chromium-review.googlesource.com/984599
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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4733585d
|
2018-02-12T15:41:55
|
|
ES31_GLSL: support invocation and memory control functions
Implement shader invocation control functions and shader memory
control functions on D3D backend.
BUG=angleproject:2280
TEST=angle_end2end_tests.ComputeShaderTest.ShaderInvocationAndMemoryControl
Change-Id: I836c3abde35f19dd40a68cf82ae7c5417c551ab4
Reviewed-on: https://chromium-review.googlesource.com/911986
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
3b678745
|
2018-03-21T12:59:19
|
|
Use a specialized hash function for mangled names
The hash values used for looking up built-ins now encode the string
length and the location of parentheses as six-bit values, so that we
don't need to check for these if the hash matches.
This decreases shader_translator binary size on Windows by around 10
KB.
BUG=angleproject:2267
BUG=chromium:823856
TEST=angle_unittests
Change-Id: If8c28e1c8851750633509ec6273f556e06e91cd1
Reviewed-on: https://chromium-review.googlesource.com/973243
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
7b7d2e6a
|
2018-03-23T16:37:36
|
|
Remove createAssign: only called once
This will make it easier to add tracking of static reads.
BUG=angleproject:2262
TEST=angle_unittests
Change-Id: I23e0587c022c45ac62434a2a0d8170e8978d1c24
Reviewed-on: https://chromium-review.googlesource.com/983916
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
daf120b4
|
2018-03-20T14:21:10
|
|
Clean up checkCanBeLValue
Clarify the code so that it will be easier to add marking statically
written variables here.
BUG=angleproject:2262
TEST=angle_unittests
Change-Id: I821bde29beb89e0f3b0f99dc187d2840f8cd0f9b
Reviewed-on: https://chromium-review.googlesource.com/977963
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e79d0f86
|
2018-03-19T11:55:14
|
|
Rely on hash to check for some mangled name matches
When we are looking up a function with only a few parameters, we can
optimize the lookup by relying on the information encoded in the hash
value. There's often only one list of parameters with the same
function name and mangled name length that results in a matching hash,
so we don't actually need to compare the full mangled name. We can
just compare
1) the hash value of the mangled name
2) the mangled name length
3) the function name
to make sure that the mangled name matches the mangled name of the
function.
This decreases the binary size since we don't need store as many
mangled names of built-in functions. Effect on symbol lookup speed is
marginal.
BUG=angleproject:2267
BUG=chromium:823856
TEST=angle_unittests
Change-Id: I3ef41d943209509d4e8e6ece14ebad7e2677abc6
Reviewed-on: https://chromium-review.googlesource.com/973242
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
4d549932
|
2018-03-22T17:32:10
|
|
Move ReplaceVariable to tree_util directory
This was overlooked earlier when most AST transform related utilities
were moved to tree_util.
BUG=angleproject:2402
TEST=angle_unittests
Change-Id: I17d3716a434f80a9316156ca019ce49aada5c249
Reviewed-on: https://chromium-review.googlesource.com/975881
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
822a84b1
|
2018-03-23T12:30:18
|
|
Get builtin symbol info from the node in CollectVariables
Since we now have a TVariable pointer in TIntermSymbol, we don't need
to look up variables from the symbol table.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Id09610ccec5898eb56dcc5e9112e173edcf7ac97
Reviewed-on: https://chromium-review.googlesource.com/977828
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
a07b4213
|
2018-03-22T16:13:13
|
|
Move AST transformations to a subdirectory
Move AST transformations to compiler/translator/tree_ops.
BUG=angleproject:2409
TEST=angle_unittests
Change-Id: I9c620e98707d22d005da6192fe7d1b4e8030aadd
Reviewed-on: https://chromium-review.googlesource.com/975550
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
4ba4a82b
|
2018-03-19T11:28:48
|
|
Only refer to built-in function mangled names in lookup
TFunction entries for built-ins don't need to store mangled names.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ia88e8bfa5357719c98d725dc3d00885dd59c9f59
Reviewed-on: https://chromium-review.googlesource.com/973241
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
107c7247
|
2018-03-20T15:45:35
|
|
ShaderVariable: separate fields for staticUse and active
Thus far the compiler has used the "staticUse" flag to mark variables
that should have rather been marked "active", meaning that the code
may actually execute in a way that accesses the variable. There's a
clear definition for this use of the term "active" in the GLES 3.0.5
spec, section 2.12.6, and in GLES 3.1 section 7.3.1.
Having separate fields for recording static use and "activeness" of a
variable is the first step to fixing this.
According to the spec, usually only active resources should be
considered when checking use against max limits. Also, only active
uniforms get assigned a location. libANGLE code now correctly checks
the active flag rather than the static use flag in these cases.
The static use field still mirrors the active field for now, since
some code in Chromium also needs to be fixed to use the active field
correctly before the two can diverge.
After Chromium is fixed, we can fix ANGLE so that static use
information is recorded earlier during compilation and will accurately
reflect whether variables are statically used. Currently the compiler
only records variables once some static use may already have been
pruned from the AST.
BUG=angleproject:2262
TEST=angle_unittests, angle_end2end_tests
Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29
Reviewed-on: https://chromium-review.googlesource.com/970962
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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c26214de
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2018-03-16T10:43:11
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Move AST utilities to a subdirectory
Move AST related utilities to compiler/translator/tree_util.
BUG=angleproject:2409
TEST=angle_unittests
Change-Id: I7567c2f6f2710292029263257c7ac26e2a144ac8
Reviewed-on: https://chromium-review.googlesource.com/966032
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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40b1c770
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2018-03-19T10:29:37
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Fix asserts related to writing nameless parameters in HLSL
We rely on TSymbol::name() to generate names also for nameless
parameters. Fix asserts to reflect this.
BUG=chromium:823041
TEST=angle_unittests
Change-Id: Ie9b8253a150e79965bf85d8a7f36643ada6c54cc
Reviewed-on: https://chromium-review.googlesource.com/968242
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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8574357f
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2018-03-19T14:45:53
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Share parameter arrays more between built-in functions
The parameters of some built-ins are a subarray of the parameters of
another built-in. In this kind of case they can point to the same
parameters array, and just use a different parameter count. This
shaves a few kilobytes from the binary size.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Id166340b4bf5be966bf8c62ce6cd88e5409f647a
Reviewed-on: https://chromium-review.googlesource.com/968601
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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115b2c4a
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2018-03-15T17:46:29
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Remove desktop GLSL builtins from symbol lookups
Desktop GLSL builtins can be accessed through functions in
BuiltIn_autogen.h. They don't need to be included in symbol table
lookups.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I8ba188a0d2584353e34159c2732c9e2bd420c168
Reviewed-on: https://chromium-review.googlesource.com/964447
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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b391ec40
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2018-03-12T17:04:59
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Generate code for looking up built-ins
Instead of storing built-ins in a std::unordered_map, we now generate
a series of switch statements using the hash value of the look-up
string. This works similarly to earlier implementation of looking up
unmangled built-ins.
Those built-ins that need to be initialized at run-time are stored as
member variables of TSymbolTable.
This increases compiler init performance significantly, as well as
increasing compiler perf test scores around 1-2%. Binary size is
larger than before though.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: If1dcd36f0d2b30c2ed315cdcf6e831ae9fe70c94
Reviewed-on: https://chromium-review.googlesource.com/960031
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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4121799f
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2018-03-15T11:15:33
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Clean up switch/case pruning code
There was some duplicate switch/case pruning in the code in
PruneEmptyCases and RemoveNoOpStatementsFromTheEndOfSwitchStatements.
Combine the functionality of both AST transformations into
PruneEmptyCases and remove the other transformation.
The tests are improved to better cover the full functionality.
BUG=angleproject:2402
TEST=angle_unittests, angle_end2end_tests --gtest_filter=*Switch*
Change-Id: Ib74b6b9b455769ea15650e9653a9c53635342c49
Reviewed-on: https://chromium-review.googlesource.com/964081
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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0e82ae9c
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2018-03-16T16:46:52
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Vulkan: Implement depth range correction.
This is done via inserting a statement at the end of the "main"
of the vertex shader which scales and offsets gl_Position.z.
Relevant sections of the Vulkan spec are 23.4. Coordinate
Transformations and OpenGL spec "2.12.1 Controlling the Viewport".
Bug: angleproject:2406
Change-Id: Ibf5403b3ad06a5114a7de3be0a406d696cbb7dea
Reviewed-on: https://chromium-review.googlesource.com/964733
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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