src/libANGLE/renderer/d3d/DynamicHLSL.cpp


Log

Author Commit Date CI Message
Yunchao He 85072e8f 2017-11-14T15:43:28 ES31: Fix detaching/deleting compute shader after LinkProgram. This change also moves the ShaderType enum from D3D renderer to angletype.h. And it uses a bit mask to track the linked shader stages. BUG=angleproject:2247 Change-Id: I5c7ee1445d353a02e24549ffcf6b0ac694dd1069 Reviewed-on: https://chromium-review.googlesource.com/768629 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill acf2f3ad 2017-11-21T19:22:44 Apply Chromium style fixes. This addresses several minor code quality issues that are validated in Chromium, but not yet applied to ANGLE: * constructors and destructors must be defined out-of-line * auto is not allowed for simple pointer types * use override everywhere instead of virtual * virtual functions must also be defined out-of-line Slightly reduces binary size for me (~2k on Win, 150k on Linux). Bug: angleproject:1569 Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6 Reviewed-on: https://chromium-review.googlesource.com/779959 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 1734e171 2017-10-27T15:30:27 Only store innermost array offset in VariableLocation Separate entries will be generated for each innermost array of arrays of arrays in the variable tables. Because of this VariableLocation actually only needs to store the innermost array index. BUG=angleproject:2125 TEST=angle_end2end_tests Change-Id: Id1ee35b3cecfc011d96b58e43cf0b1cccbfed408 Reviewed-on: https://chromium-review.googlesource.com/741742 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho d255123c 2017-10-26T20:03:33 Store shader interface variables as per query spec GLES 3.1 section 7.3.1.1 specifies how active variable entries should be generated and how active variables are named. The specs for program interface variable queries are built on top of this section. ANGLE has already followed this spec for the most part for generating variable lists in ProgramState, but now we also follow the naming spec for arrays and include [0] at the end of the stored name. This will make implementing arrays of arrays more straightforward. Most logic for variable queries will just keep working as is when arrays of arrays are added instead of needing more complex logic for handling array indexing. BUG=angleproject:2125 TEST=angle_end2end_tests Change-Id: I3acd14253153e10bc312114b0303065da2efb506 Reviewed-on: https://chromium-review.googlesource.com/739826 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho c853804c 2017-09-27T11:20:15 Add support for arrays of arrays to VariableLocation Array indices are sorted so that the outermost index is in the back. This is because we want to be consistent with future arrays of arrays parsing code. In parsing we'll have a utility function to make a TType object into an array, and there it's most natural to push the new outermost sizes to the back of the vector. Further patches will still be needed to parse arrays of arrays and add support to arrays of arrays into the API. BUG=angleproject:2125 TEST=angle_unittests, angle_end2end_tests Change-Id: I6c88edabf68ae9dbd803ec6d20543016c408b702 Reviewed-on: https://chromium-review.googlesource.com/686414 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 6276b922 2017-09-25T02:35:57 Vulkan: Implement basic uniform shader parsing. This is a first step at implementing uniforms with descriptor sets. It does not actually bind uniforms and upload data, but it does implement uniform shader parsing. Uniforms are gathered into a single uniform block which is bound to set 0, with binding 0 for vertex uniforms and binding 1 for fragment uniforms. Also adds a ReplaceSubstring helper to string_utils. Also removes the precision writing from OutputVulkanGLSL since this was generating warnings with glslang. BUG=angleproject:2167 Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b Reviewed-on: https://chromium-review.googlesource.com/699938 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill fb997ec1 2017-09-20T15:44:27 Removed "name" and "used" from variable location. The used flag was redundant with the index (which used MAXUINT). The name was redundant with the stored uniform. Removing these gives a very minor performance speed up when iterating and retrieving uniform locations. BUG=angleproject:1390 Change-Id: Ieeccdff7c131e1359e754e246d3648b73aad5baf Reviewed-on: https://chromium-review.googlesource.com/659224 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c9fed8dd 2017-09-12T15:23:00 D3D11: Move TF state management to StateManager11. This also changes the dirty TF object to use a Serial, which is more secure for very edge-care reallocation issues. It also moves the StateManager11::updateState call to be the very first thing that happens in a draw call. This prepares the back-end for making the state sync actually happen in Context11::syncState, instead of inside the draw call. Also moves a bit more TF management code out of RendererD3D and Renderer9. BUG=angleproject:2052 Change-Id: I93d033a07be2049023111975a31637c53893e8c8 Reviewed-on: https://chromium-review.googlesource.com/659229 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Martin Radev c1d4e550 2017-08-21T12:01:10 D3D11: Select view in vertex shader View selection can happen in the vertex shader through the optional feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee Reviewed-on: https://chromium-review.googlesource.com/628419 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Martin Radev 72b4e1e5 2017-08-31T15:42:56 D3D11: Add support for multiview layered rendering A branch is added in the geometry shader to select either the viewport, or texture layer which is being rendered to based on the value of a uniform in the driver constant buffer. Using this approach there is no need for separate programs for side-by-side and layered rendering. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I66701164ff02a851c13695d5409f8ad350534e69 Reviewed-on: https://chromium-review.googlesource.com/645547 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Martin Radev 1ba9b85a 2017-08-29T14:08:41 HLSL: Declare gl_ViewID_OVR as fragment input if extension is enabled Previously a pixel shader would have gl_ViewID_OVR as input only if it were used in it. However, in a case with a user-specified varying and no usage of gl_ViewID_OVR in the pixel shader, a link-time error would occur whenever the geometry and pixel shaders were to be linked as the order of parameters in the signatures would not match. The patch addresses this by always having gl_ViewID_OVR declared as pixel shader input if the OVR_multiview(2) shader extension is enabled. The patch does not provide any tests because draw commands are not yet supported at this stage. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Ia154fd53cbf3847cfaf0504e4ec44632b9cd5327 Reviewed-on: https://chromium-review.googlesource.com/641151 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill a836b466 2017-08-16T14:58:35 D3D11: Allow no-op pixel shader output. On HLSL 4+, the debug runtime issues a warning when we try to render to a color output in the pixel shader that doesn't have a matching render target bound. This happens when doing a depth or stencil-only render pass. We only need to bind a dummy output in HLSL 3, so tighten the workaround we had in place and fix the warning for D3D11. BUG=angleproject:2025 Change-Id: I16ba9e907f3a6e59afff93fe4583d084cbdf42c5 Reviewed-on: https://chromium-review.googlesource.com/617268 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Martin Radev 41ac68e7 2017-06-06T12:16:58 Select viewport index in GS for multi-view instanced rendering The patch extends the OutputHLSL and DynamicHLSL translators to select the viewport index in the geometry shader and propagate the ViewID variable to the fragment shader. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I9e344a7521e2e1137e6eb38d0bfecea8bece778f Reviewed-on: https://chromium-review.googlesource.com/608967 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 06a06f5e 2017-07-12T12:22:15 Fix non statically used fragment input structs on HLSL Add static use information to struct fields that mirrors the static use information on the struct itself. This way dynamically generated HLSL doesn't need special handling for initializing fragment inputs if they are structs. This fixes a problem with the previous code where dynamically generated HLSL ended up trying to initialize structs that are not declared in the HLSL output because they were not being referenced. BUG=angleproject:2104 TEST=angle_end2end_tests Change-Id: I21283ce4fe26515d62d95e61f8155dc9a9b44cf1
Jamie Madill 10bed9fc 2017-06-05T12:59:22 Minor optimizations to DynamicHLSL. This makes us use std::ostringstream in more places, instead of string concatenation. BUG=chromium:697758 Change-Id: Ifdcaa2e7e119664fc9cfdc566ea13b519a294714 Reviewed-on: https://chromium-review.googlesource.com/521729 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill bd044ed8 2017-06-05T12:59:21 Defer shader compiles when possible. When using the program binary memory cache inside ANGLE, this will give a potential fast path. If the user doesn't query the shader compile status or info log before calling LinkProgram, then we can check the program cache before translating the program, and if it finds a hit, we don't even need to call the translator. To preserve the shader settings at compile time, a reference to the current shader translator is kept in a binding pointer on the call to compile. This mirrors a similar implementation in Chromium's command buffer. Also the compile options and source are cached at compile to preserve the correct shader state. BUG=angleproject:1897 Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212 Reviewed-on: https://chromium-review.googlesource.com/517379 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
jchen10 15015f7f 2017-03-16T13:54:21 ES31: Add glGetProgramResourceIndex API Add API entry and validation checks(GLES 3.1 section 7.3). Add the first 2 interfaces(PROGRAM_INPUT and PROGRAM_OUTPUT) implementation. BUG=angleproject:1920 Change-Id: Ib2dedded9fd79b315e9f38de7c27a5e4ec4c6066 Reviewed-on: https://chromium-review.googlesource.com/453085 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 66a0819c 2017-02-03T15:24:25 D3D9: Write dummy output for depth/stencil only draw. This prevents a spurious D3D runtime warning, which was clogging up some of our test output. BUG=angleproject:1660 Change-Id: I1a747ba7532323b989dbed1ee7c78b3b457768a6 Reviewed-on: https://chromium-review.googlesource.com/437724 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao b123938d 2016-12-13T15:07:05 D3D11: Add support to compile and link compute shaders This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1. BUG=angleproject:1442 TEST=angle_end2end_tests Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a Reviewed-on: https://chromium-review.googlesource.com/430199 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 417df92f 2017-01-12T09:23:07 Revert "D3D11: Add support to compile and link compute shaders." Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769 BUG=angleproject:1442 This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1. Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84 Reviewed-on: https://chromium-review.googlesource.com/427229 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 2cd9d7e0 2016-12-13T15:07:05 D3D11: Add support to compile and link compute shaders. BUG=angleproject:1442 Change-Id: I13240e931e6f121d175d2cd6b41324d38bb39a5c Reviewed-on: https://chromium-review.googlesource.com/405831 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 192745a7 2016-12-22T15:58:21 Add varying packing validation for WebGL. This CL moves the varying packing from the D3D layer up to Program. This is necessary for WebGL validation, and gives us consistency for the various back-ends. There may be some additional cleanup work on the VaryingPacking class, because it does some work that is D3D- specific. WebGL requires strict varying packing. Instead of allowing success unconditionally, it's an explicit error to succeed to pack a set of varyings that the sample algorithm would fail to pack. Introduce a new packing mode option to the varying packing class to handle this different packing style, while keeping our old more relaxed packing method for ES code. BUG=angleproject:1675 Change-Id: I674ae685ba573cc2ad7d9dfb7441efa8cb2d55fc Reviewed-on: https://chromium-review.googlesource.com/423254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 120040e2 2016-12-07T14:46:16 D3D: Move some HLSL-specific code to a new folder. This code doesn't actually call any D3D runtime methods, so it can be included in our cross platform unit tests. Just include the varying packing code for now. BUG=angleproject:1296 BUG=angleproject:1638 Change-Id: I5c0ccccb00e1c13ca98448256be048f7cd0968ce Reviewed-on: https://chromium-review.googlesource.com/417116 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 51c4768b 2016-10-25T15:50:14 Fix a couple global variable warnings. The DynamicHLSL code was using global strings to find stubs. The math code was also using pow in a global, which can be replaced with a simple bit shift. BUG=angleproject:1459 Change-Id: Idb0602ab7640c221843385b0a0a4cfecd5fd3a26 Reviewed-on: https://chromium-review.googlesource.com/403289 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 82a468af 2016-06-21T17:18:25 Don't unpack un-referenced varyings in the pixel shader. Transform feedback varyings that were optimized out were still being unpacked causing HLSL compilation failures. This was triggering failures in the conformance2/state/gl-object-get-calls.html test. BUG=angleproject:1422 Change-Id: I297cccd5b99435dfb69a3c2b0fd3086b6ddf0b3a Reviewed-on: https://chromium-review.googlesource.com/354590 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill dfde6abf 2016-06-09T07:07:18 Context: Remove mutable gl::State getter. This will preserve layering - the API layer doesn't mutate the state directly, it passes the API call through to the Context. Is also removes the possiblity of any shenanigans of the Validation layer changing the GL state. Also, this CL refactors a few validation entry points to take ValidationContext instead of Context. ValidationContext will be the correct way to interact with the gl::Context in the Validation code. Finally, additional refactorings make ContextState a proper class with private data. This allows the ContextState itself to keep a mutable pointer to the gl::State, so ValidationContext can modify it if necessary (and it will be necessary for Framebuffer completeness caching). BUG=angleproject:1388 Change-Id: I86ab3561573caa9535c8d1b8aad4ab3d0e7cd470 Reviewed-on: https://chromium-review.googlesource.com/348954 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill 9082b982 2016-04-27T15:21:51 Rename gl::Data to gl::ContextState. Part of the new world order of renaming the Obj::Data classes to ObjState. BUG=angleproject:1363 Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e Reviewed-on: https://chromium-review.googlesource.com/340740 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 3d932d83 2016-04-12T11:10:30 Defer global initializers when necessary Move global variable initializers that are not constant expressions to a function that gets called at the start of main(). This is done with an AST transformation. This needs to be done because global variable initializers must be constant in native GL, but ANGLE is more lenient with what can be put into ESSL 1.00 global initializers to remain compatible with legacy WebGL content. Non-constant global variable initializers also caused issues in HLSL output, since in HLSL output some types of expressions get unfolded into multiple statements. These include short-circuiting operators and array initialization. To make sure that these cases are covered, any initializers that can't be constant folded are deferred, even if they have the const qualifier. The old deferring mechanism in OutputHLSL is removed in favor of this new AST transformation based approach. BUG=angleproject:819 BUG=angleproject:1205 BUG=angleproject:1350 BUG=596616 TEST=WebGL conformance test conformance/glsl/misc/global-variable-init.html Change-Id: I039cc05d6b8c284baeefbdf7f10062cae4bc5716 Reviewed-on: https://chromium-review.googlesource.com/338291 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez 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>
Corentin Wallez 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>
Austin Kinross 2a63b3f8 2016-02-08T12:29:08 Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d1c46228 2016-02-08T14:51:18 Revert "Implement EGL_experimental_present_path_angle" Compile failure on Clang/Win: The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 -- "..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo /showIncludes /FC @obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp /c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp /Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj /Fdobj\gpu\angle_end2end_tests.cc.pdb In file included from ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7: In file included from ..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13: ..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare] if (expected == actual) { ~~~~~~~~ ^ ~~~~~~ ..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here return CmpHelperEQ(expected_expression, actual_expression, expected, ^ ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) : note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch); ^ ..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro 'ASSERT_EQ' # define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2) ^ ..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro 'GTEST_ASSERT_EQ' EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \ ^ BUG=angleproject:1219 This reverts commit 6b3c1db5170450bbc4946d8f18ba0d8619da43a0. Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6 Reviewed-on: https://chromium-review.googlesource.com/326680 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 6b3c1db5 2015-12-18T14:01:46 Implement EGL_experimental_present_path_angle This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c Reviewed-on: https://chromium-review.googlesource.com/321360 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 55c25d0c 2015-11-18T13:08:08 D3D11: Fix varying packing with structs. Previously we would try to pass an entire struct through HLSL's shader interface. Instead, split this off as if each field was its own variable, which seems to be spec compliant (see ESSL 3.10). In the future we may want to fix register packing to use specific components of float4/int4/uint4 HLSL registers. This could also fix the remaining bugs in the SM3 packing. TEST=dEQP-GLES3.functional.shaders.linkage.varying.* BUG=angleproject:910 BUG=angleproject:1202 Change-Id: I1fd8b4505abc39bd2385ed5c088c316d55d0bc2c Reviewed-on: https://chromium-review.googlesource.com/311242 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9fc3682c 2015-11-18T13:08:07 D3D: Rework varying packing code. In D3D we pack varyings by making a register map, and using the recommended GLSL ES algorithm to reserve register space. We use this map to assign row and column slots to each varying and then produce a semantic index value. The existing scheme had a number of bugs, and was failing several angle_end2end_tests. The new design cleans up the code somewhat and uses a different counting scheme for the semantic indexes: just sort the varyings in packing order and use a simple incrementing semantic index per varying. In SM4+, the HLSL compiler sorts and packs the varyings correctly itself, and in SM3, handle the cases we don't support by returning an error instead of a D3D compiler link error. Also refactor how we store varying information for TF Feedback/ StreamOut. Only store the necessary D3D information, instead of extra information like the name and type. This fixes several tests in GLSLTest/*. This also will allow us to fix interpolation qualifier packing and the structure packing in HLSL, which seems to work differently than the rest of the varying types. BUG=angleproject:1202 TEST=bots,dEQP-GLES3.functional.transform_feedback.* Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639 Reviewed-on: https://chromium-review.googlesource.com/311241 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e39a3f0a 2015-11-17T20:42:15 ProgramD3D: Move some common code into a Metadata class. This metadata class captures some of our commonly referenced but also complex flats into a shared place. We can then re-use them in the semantic code, the DynamicHLSL linking code, and the program code. Refactoring patch only. BUG=angleproject:1202 Change-Id: I8b6088cfa5488c5173a6f06c15abab5a4ead4cb8 Reviewed-on: https://chromium-review.googlesource.com/311700 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 65345da4 2015-11-13T11:25:23 Re-land "D3D: Move some varying packing code into a new file." Re-land with fix for compile errors. Refactoring patch which moves code only. Work and full description will follow in a subsequent CL. BUG=angleproject:1202 Change-Id: Ib7c7dbd32491cdd9512dbecdc0e1e90303d8f28d Reviewed-on: https://chromium-review.googlesource.com/312481 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill bbdeeb18 2015-11-12T15:42:16 Revert "D3D: Move some varying packing code into a new file." Compile error: c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\dynamichlsl.cpp(508) : error C3861: 'getSemanticInfo': identifier not found c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\dynamichlsl.cpp(642) : error C3861: 'getSemanticInfo': identifier not found BUG=angleproject:1202 This reverts commit d992cde27ea6ffd71205399c3ddb88c7085c99b4. Change-Id: I11f34d2ac4cc047c397e45348cb9502676380be0 Reviewed-on: https://chromium-review.googlesource.com/312480 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill d992cde2 2015-11-10T14:42:08 D3D: Move some varying packing code into a new file. Refactoring patch which moves code only. Work and full description will follow in a subsequent CL. BUG=angleproject:1202 Change-Id: I60346c516209a0517fc2bac38e0d04ff56bcbc3c Reviewed-on: https://chromium-review.googlesource.com/311260 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 28afae5d 2015-11-09T15:07:57 Rename LinkedVarying to D3DVarying. Also move this type to D3D-only world. It was only used in the D3D renderer and has specific stuff like register/semantic indexes. Refactoring patch to clean up further work with Varyings. BUG=angleproject:1202 Change-Id: I4b1d6899e9eef356efc7d11e9cd6cf88b234aa76 Reviewed-on: https://chromium-review.googlesource.com/311240 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho f0915a89 2015-11-03T11:15:36 Fix standalone build in MSVS 2013 Range-based for loop saves the end iterator by assigning it to a variable, so the iterator class needs to have a copy constructor at least on some C++ compiler implementations. The issue got introduced by a chain of three commits, so it's better to just fix the issue rather than revert them all. TEST=build on Windows Change-Id: Ib6d8d7e97559838eaac44279454197445535f256 Reviewed-on: https://chromium-review.googlesource.com/309723 Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill c7a92fdb 2015-10-29T10:08:09 D3D11: Fix provoking vertex for flat triangle strips. Triangle strips alternate the provoking vertex based on the primitive, so use the primitive ID in the GS to determine this. This might interact poorly with primitive restart, so we might have to use a slow path for that. BUG=angleproject:754 Change-Id: I4f6f520887d4c4c52d2ad020e6db148607f68325 Reviewed-on: https://chromium-review.googlesource.com/309156 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3e14e2b1 2015-10-29T14:38:53 D3D11: Fix basic provoking vertex flat shading cases. The enables geometry shaders that correct for the flat shading on provoking vertexes. It does not fix it for triangle strips, or in conjunction with primitive restart (which is not yet implemented in D3D11). Also ensure we do not regress with flat shading enabled and transform feedback. In cases where we use flat shading, do a double draw call, first with an untransformed vertex stream, and no geometry shader, then with the geometry shader enabled. This also fixes the dEQP fragment output tests with ints. BUG=angleproject:754 Change-Id: Ib37e8ec32d19db17ea5d4dc88158cdae0c956bfc Reviewed-on: https://chromium-review.googlesource.com/309155 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f4b2c4fd 2015-10-29T14:38:54 Refactor DynamicHLSL geometry shader code more. This refactor adds a typed iterator class for helping to iterate over varying registers from packed varyings. We use the same iteration logic in several places and it has a triple loop, so encapsulating this into an iterator class keeps it cleaner. The other change is to use std::stringstream in places where we would return a std::string. These refactorings will aid in subsequent work to implement provoking vertex fixes and to refactor our varying packing algorithm. BUG=angleproject:754 Change-Id: Id44a1f68ccd4edc3458f1cf514f5eab4b8cd4151 Reviewed-on: https://chromium-review.googlesource.com/309811 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4e31ad55 2015-10-29T10:32:57 D3D11: Add dynamic geometry shaders. The geometry shader we want will depend on our current draw mode, and if we're using flat shading in the shader. Without flat shading, we'll still be using them only for point sprites, but for other primitive types with flat shading enabled, we'll be using them to correct the provoking vertex order with D3D11. Note: no new features in this CL, those are turned on in follow-ups. BUG=angleproject:754 Change-Id: Iabf13ffd582f5a7200ee0df5aa9c3671aa7b6ed4 Reviewed-on: https://chromium-review.googlesource.com/309154 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 76f8fa66 2015-10-29T10:32:56 Refactor Geometry Shader support to enable pass-through. This should be a refactoring change only. The new code is exercised in follow-up CLs. BUG=angleproject:754 Change-Id: I99285e1e7772cae467013102f25c911ebc9f54a9 Reviewed-on: https://chromium-review.googlesource.com/309153 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 7c89d248 2015-10-13T12:45:59 Reland Fixed FL9_3 shaders that use glPointCoord without glPointSize. This change fixes a Shader error on FL9_3 that reports Vertex/Pixel Shader linkage signatures between stages being incompatible when glPointCoord is used without glPointSize. Change-Id: I107d06692c5375c07544038f5f4429c1e8d6e313 Reviewed-on: https://chromium-review.googlesource.com/305395 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 334d615f 2015-10-22T14:00:28 Fix up the style in DynamicHLSL a bit. Use std::stringstream when possible, and use Context's caps instead of the Renderer's. BUG=angleproject:754 Change-Id: I2dc773709bbd612ab7ea372a358337c0a81869a3 Reviewed-on: https://chromium-review.googlesource.com/307872 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e73a1e84 2015-10-13T19:30:04 Revert "Fixed FL9_3 shaders that use glPointCoord without glPointSize." Failing test in angle_end2end_tests: GLSLTest.MaxMinusTwoVaryingVec4PlusTwoSpecialVariables: program link failed: C:\fakepath(87,5-18): error X4000: variable 'output' used without having been completely initialized This reverts commit 73e32ee161b7b613e9e25e3cc393851c430eeb98. Change-Id: Ie47cb3a92ccfa1271a880a8b7e5a87b05963bab9 Reviewed-on: https://chromium-review.googlesource.com/305530 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 73e32ee1 2015-09-21T14:30:14 Fixed FL9_3 shaders that use glPointCoord without glPointSize. This change fixes a Shader error on FL9_3 that reports Vertex/Pixel Shader linkage signatures between stages being incompatible when glPointCoord is used without glPointSize. Change-Id: I93ffb6c6dd38f26e2156a374b1b58ecc3a5f250b Reviewed-on: https://chromium-review.googlesource.com/301450 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Cooper Partin <coopp@microsoft.com>
Jamie Madill 91445bce 2015-09-23T16:47:53 Make a shader Shader::Data state structure. This design follows the similar designs for Program, Framebuffer, etc. Because of the current design, share a mutable pointer with the Impl so the patch becomes a bit smaller and easier to review. In a follow- up patch we can move the shared code into the GL layer. BUG=angleproject:1159 Change-Id: Ib243e74779f23be51cdca80f1b5c6e5f3e36059d Reviewed-on: https://chromium-review.googlesource.com/299876 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill a0a9e12d 2015-09-02T15:54:30 translator: Add sh::OutputVariable type. This replaces the dual-use of sh::Attribute, which can be a bit confusing to people expecting a literal output variable. Currently not used in Chromium, so should be safe to land. BUG=angleproject:1146 Change-Id: I436f2bc9dc4ddc3709369cb2baa344c6b13a21a2 Reviewed-on: https://chromium-review.googlesource.com/296683 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ca03b35c 2015-09-02T12:38:13 Re-land "Compute packed varyings in ProgramD3D only." Instead of storing varying information in the shader, use a temporary set when linking a D3D program. This also means we won't have to modify information in the Shader object when linking a D3D program. This completes the refactoring for PackedVaryings. Re-land with fix for missing init of PackedVarying::vertexOnly. BUG=angleproject:1123 Change-Id: If110809c3817d88b0370ac575d739d7385b067d9 Reviewed-on: https://chromium-review.googlesource.com/296731 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill c437046f 2015-09-01T17:27:40 Revert "Compute packed varyings in ProgramD3D only." Likely the cause of Windows bot failures. BUG=angleproject:1123 This reverts commit 532061bbfb160586a06f0e47b6bbb5350e735203. Change-Id: Ia4f0161b97bfbf2adb4cafaa5fa5484f04fad245 Reviewed-on: https://chromium-review.googlesource.com/296710 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 532061bb 2015-08-31T15:16:45 Compute packed varyings in ProgramD3D only. Instead of storing varying information in the shader, use a temporary set when linking a D3D program. This also means we won't have to modify information in the Shader object when linking a D3D program. This completes the refactoring for PackedVaryings. BUG=angleproject:1123 Change-Id: I241610e87f7d14f3e18b0d8bd84f1a3509c05dfd Reviewed-on: https://chromium-review.googlesource.com/295193 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 4cff2477 2015-08-21T16:53:18 Make PackedVarying a D3D-only type. The register assignment stuff only applies to the D3D back-end. Cleans up the GL back-ends use of PackedVarying, and will lead to future cleanups relating to packing varyings. BUG=angleproject:1123 Change-Id: Iaaa5fc03577e5b61ea6ae76ee1e15ad608037f34 Reviewed-on: https://chromium-review.googlesource.com/295190 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 80a6fc03 2015-08-21T16:53:16 Make output variables part of Program's shared data. Also initialize this structure within Program instead of DynamicHLSL. This should have benefits for other back-ends. Also these variables weren't being serialized and de-serialized with the program binary, which could mess up WebGL apps that use MRT. BUG=angleproject:1123 Change-Id: Ic0dd4840f26441a1bee8527dfa178b24daf82f8a Reviewed-on: https://chromium-review.googlesource.com/294571 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ada9ecc3 2015-08-17T12:53:37 Make TF Feedback buffer mode a GL-level variable. Don't query this as an Impl method, since it exists on the GL level. Also some related refactorings and cleanups. BUG=angleproject:1123 Change-Id: I3610bc0db2bcaa96408506e06a65a2f4dab93150 Reviewed-on: https://chromium-review.googlesource.com/293761 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5c6b7bfe 2015-08-17T12:53:35 Add a Program::Data shared state structure. Similar to the Framebuffer and other classes, this gives the Impl class a read-only view of the object's state. BUG=angleproject:1123 Change-Id: I580eaebe2de236adf8131d6e3f54633cecce8c25 Reviewed-on: https://chromium-review.googlesource.com/293760 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 4d61f7ed 2015-08-12T10:56:50 Reland Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data' Additional warnings found with more testing and added C4267 warning disable only for angle_libpng BUG=angleproject:1120 Change-Id: Ic403dcff5a8018056fa51a8c408e64207f3362eb Reviewed-on: https://chromium-review.googlesource.com/293028 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b195643c 2015-08-12T17:35:20 Revert "Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data'" Seems to have quite a few warnings in 64-bit on my machine. BUG=angleproject:1120 This reverts commit c5cf9bc47d0ee028adbbf9e9f94ca567eec601dc. Change-Id: I86768b900aeba52e7a2242d9ae8949f93f1a5ba9 Reviewed-on: https://chromium-review.googlesource.com/293280 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin c5cf9bc4 2015-08-06T10:46:48 Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data' BUG=angleproject:1120 Change-Id: I01ef10bea7f487c2b394d030c76628f38d2ea645 Reviewed-on: https://chromium-review.googlesource.com/292780 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f8dd7b10 2015-08-05T13:50:08 Refactor input layout & vertex signatures. Always size input layouts to gl::MAX_VERTEX_ATTRIBS, and use '1' bits to signal where we have a GPU conversion. The simplification allows us to more cleanly match the vertex executable signatures and makes our default VertexExecutable hit much more often. BUG=510151 TEST=angle_end2end_tests,Canary WebGL, manual testing with Chromium Change-Id: I5009323c4e7e208e7a2595be46658c344517a4ff Reviewed-on: https://chromium-review.googlesource.com/290740 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill d3dfda2b 2015-07-06T08:28:49 Refactor how we store vertex formats. Instead of storing a vertex format as a struct with the full info, instead use an enum, and look up the info when we need it. This saves a lot of constructor initialization time, operator comparison time, and storage. It also will allow us to look up D3D format info more quickly. BUG=angleproject:959 Change-Id: I202fd1ea96981073bc1b5b232b1ec3efa91485cb Reviewed-on: https://chromium-review.googlesource.com/277289 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 14e95b38 2015-05-07T10:10:41 translator: Reject shaders that use both FragColor+FragData. *re-land with fix for unused var in release* We checked this at link time in the D3D back-end, but this restriction applies to all shaders. TEST=dEQP-GLES2.functional.shaders.fragdata.* BUG=angleproject:995 BUG=478572 Change-Id: I63258f4de47e658812822f31601cc235f48c0826 Reviewed-on: https://chromium-review.googlesource.com/271470 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 531e3d22 2015-05-15T11:01:27 Revert "translator: Reject shaders that use both FragColor+FragData." The change introduced a warning in Windows release build. This reverts commit b8e3a568bbd16fca1099a1b54cd82a981cd88a8e. Change-Id: I77bbc35876043c9a164aa2665965f5189ee90052 Reviewed-on: https://chromium-review.googlesource.com/271430 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill b8e3a568 2015-05-07T10:10:41 translator: Reject shaders that use both FragColor+FragData. We checked this at link time in the D3D back-end, but this restriction applies to all shaders. TEST=dEQP-GLES2.functional.shaders.fragdata.* BUG=angleproject:995 BUG=478572 Change-Id: I99111cc6aa05b9352693f9c3b5bc70d56c9842d4 Reviewed-on: https://chromium-review.googlesource.com/269846 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f611316b 2015-05-07T11:49:21 Use stream operators for appending to InfoLog. Also add a helper class to keep the previous behaviour of automatically appending a newline after every new message. BUG=angleproject:992 Change-Id: I0ff5d2846175cf19de7a6af295af24a92451456f Reviewed-on: https://chromium-review.googlesource.com/268744 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 3da79b7b 2015-04-27T11:09:17 Reject shaders using attribute aliasing. The current code rejects any shaders that use more than the caps allow, but a bug would crash us before the check. We don't support aliasing in shaders that use a lot of uniforms because this causes problems with the D3D back-end, currently. This changes the crash in the dEQP aliasing tests to a link error. See dEQP-GLES2.functional.attribute_location.bind_aliasing.* BUG=angleproject:901 Change-Id: I6906d3345abe9f89cfa0aa6cec4be26b5b2851d0 Reviewed-on: https://chromium-review.googlesource.com/266928 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
Minmin Gong 794e0009 2015-04-07T18:31:54 Fix and enable warning C4244 (Conversion from 'type1' to 'type2', possible loss of data) Change-Id: Id0e06d7d6600344d858f00dabc219d79289bbc82 Reviewed-on: https://chromium-review.googlesource.com/265020 Tested-by: Minmin Gong <mgong@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b3584fb4 2015-04-09T17:34:21 Revert "Fix and enable warning C4244 (Conversion from 'type1' to 'type2', possible loss of data)" Causing a build failure on Mac/Clang: ./Tokenizer.cpp:551:7: error: extra tokens at end of #else directive [-Werror,-Wextra-tokens] #else if defined(_MSC_VER) http://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Mac%20Builder/builds/29136 This reverts commit 3b26e231d99154814eb428f75a67bbe7a21adadc. Change-Id: I2d11ddcc18130d908fd2ec3d6f5ab890cfccd5e7 Reviewed-on: https://chromium-review.googlesource.com/264983 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Minmin Gong 3b26e231 2015-04-07T18:31:54 Fix and enable warning C4244 (Conversion from 'type1' to 'type2', possible loss of data) Change-Id: I73d9a2b9ad16f032be974b9c819de0dc1247c2ea Reviewed-on: https://chromium-review.googlesource.com/264533 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 8b695ee3 2015-03-12T13:12:20 Reduce unnecessary built-in varying usage in D3D renderer Change-Id: I0c404e77aa3f56ddc5b97a206b06c7907edfb1eb Reviewed-on: https://chromium-review.googlesource.com/259812 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang d4475816 2015-03-18T10:53:05 Always use static_assert for compile-time assertions and remove META_ASSERT. BUG=468139 Change-Id: I696ef307f2faa54bb72df66784bc79a055499987 Reviewed-on: https://chromium-review.googlesource.com/260776 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Daniel Bratell 73941deb 2015-02-25T14:34:49 Disable the HLSL code in Angle if it is not being used. We're only using the HLSL code in Windows so it's not necessary to compile and distribute it on other platforms. This adds a defined ANGLE_ENABLE_HLSL that can be checked in files that are used by non-HLSL code as well. Mostly the HLSL code is just not include by the build system. Details of the space savings (heavily truncated) Total change: -165717 bytes =========================== -606 - Source: angle/src/common/utilities.cpp -627 - Source: angle/src/compiler/translator/FlagStd140Structs.cpp -695 - Source: /usr/include/c++/4.8/bits/stl_algo.h -710 - Source: angle/src/compiler/translator/TranslatorHLSL.cpp -713 - Source: angle/src/compiler/translator/IntermNode.h -863 - Source: /usr/include/c++/4.8/bits/stl_map.h -935 - Source: angle/src/compiler/translator/blocklayout.cpp -1515 - Source: angle/src/compiler/translator/BuiltInFunctionEmulator.cpp -1655 - Source: angle/src/compiler/translator/UnfoldShortCircuit.cpp -2375 - Source: /usr/include/c++/4.8/bits/vector.tcc -3135 - Source: angle/src/compiler/translator/RewriteElseBlocks.cpp -4656 - Source: angle/src/compiler/translator/UtilsHLSL.cpp -5265 - Source: angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp -6505 - Source: /usr/include/c++/4.8/bits/stl_tree.h -11480 - Source: angle/src/compiler/translator/UniformHLSL.cpp -13580 - Source: angle/src/compiler/translator/StructureHLSL.cpp -18964 - Source: ?? (constant strings and a few vtbls) -89332 - Source: angle/src/compiler/translator/OutputHLSL.cpp Change-Id: I23ccc98abd0a21f847dd34f9482800b3ba679d56 Reviewed-on: https://chromium-review.googlesource.com/251528 Tested-by: bratell at Opera <bratell@opera.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin e6d14cc3 2015-02-20T12:32:58 Updated instanced pointsprite emulation to be more resilient to driver differences. Change-Id: I89e5b5a2d2c0363ae07d5ba918187cb0d7056ac5 Reviewed-on: https://chromium-review.googlesource.com/251680 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f4780c1c 2015-02-11T16:33:11 Use correct non-square register count in structs. For struct varyings with nested structs, we would count registers incorrectly, and produce D3D link errors. This fixes tests in the dEQP's shaders.linkage.varying.struct. BUG=angle:910 Change-Id: I47ea6dba36bf57cf94a7e7f30997c6c9096c2b40 Reviewed-on: https://chromium-review.googlesource.com/247243 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Gregoire Payen de La Garanderie b3dced29 2015-01-12T14:54:55 Implementing gl_InstanceID in the HLSL compiler. Fixes: dEQP-GLES3.functional.instanced.draw_arrays_instanced.instance_id dEQP-GLES3.functional.instanced.draw_arrays_instanced.mixed dEQP-GLES3.functional.instanced.draw_elements_instanced.instance_id dEQP-GLES3.functional.instanced.draw_elements_instanced.mixed BUG=angle:601 Change-Id: I6e120eebc90d00e025fc58f096064e6ed1da826b Reviewed-on: https://chromium-review.googlesource.com/246911 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Jamie Madill 37997145 2015-01-28T10:06:34 Defer dependent HLSL global var inits. Some global initializers depend on other globals, for instance a varying or attribute value. Since we use a static proxy variable for these varyings, we need to initialize the global static after we initialize the proxy in the shader preamble. This fixes a long- standing compiler bug. We should also add a WebGL test for this. BUG=angle:878 Change-Id: I71db103a6b8c24fb862e0d8b32293da9bc2e8103 Reviewed-on: https://chromium-review.googlesource.com/243581 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Cooper Partin e6664f06 2015-01-09T16:22:24 Added PointSprites Support for renderers that do not support Geometry Shaders Change-Id: Iae9ac5f8fbba68dba5e49ccda7bb7eebb05c8e9a Reviewed-on: https://chromium-review.googlesource.com/240450 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 9e0478f6 2015-01-13T11:13:54 Move the block layout code to translator. This code is easily accessible from the translator, with the proper export calls. This facilitates adding a common static library, since this code calls some methods in translator. BUG=angle:773 Change-Id: I0c50098ec3f67c2df7749b3c2518be0a9fd939e2 Reviewed-on: https://chromium-review.googlesource.com/240093 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Gregoire Payen de La Garanderie e1728549 2015-01-07T11:31:54 Unwritten shader output variables should not crash. BUG=angle:862 Change-Id: I8e7fa9b0d00bb1b2a32a8d60d8ceda998cea8e8c Reviewed-on: https://chromium-review.googlesource.com/239160 Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 4fd18b1b 2014-12-22T12:32:05 Emulate large and negative viewports on D3D11 Feature Level 9_3 Like D3D9, D3D11 Feature Level 9_3 doesn't support large or negative viewports. We have to emulate these in the vertex shader. BUG=angle:858 Change-Id: I2bd53e3921dc3590cc7193164d73596deafca9ea Reviewed-on: https://chromium-review.googlesource.com/236040 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross 588434c4 2014-12-10T10:41:45 Prevent D3D11 Feature Level 9_3 from sampling from SV_Position in Pixel Shaders D3D11 FL9_3, like Shader Model 2.0 in D3D9, doesn't support reading from SV_Position in the pixel shader. We have to reconstruct gl_FragCoord using dx_ViewCoords instead. Change-Id: I7e898038d210d73a9d224dcc18b033e5cd4a56f5 Reviewed-on: https://chromium-review.googlesource.com/234277 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 7dd2e10d 2014-11-10T15:19:26 Merge the ProgramBinary class into Program. BUG=angle:731 Change-Id: I2ee97155841dc62f04bb71c1f2035d210fd3883c Reviewed-on: https://chromium-review.googlesource.com/232694 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 21329414 2014-12-02T20:50:30 Revert "Merge the ProgramBinary class into Program." Issues appeared on the FYI waterfall, content_gl_tests hangs. This reverts commit 2195a6d6032883ed05468d5ecd019e7cb9a27bce. Change-Id: I9fe1a53cf40887ae5a98fd77b4872f41085fcea7 Reviewed-on: https://chromium-review.googlesource.com/232386 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2195a6d6 2014-11-10T15:19:26 Merge the ProgramBinary class into Program. BUG=angle:731 Change-Id: Ia0a356c0684f3a3576c71dfd04b00874318dd084 Reviewed-on: https://chromium-review.googlesource.com/228701 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2b5420c0 2014-11-19T14:20:15 Merge libGLESv2 and libEGL classes into libANGLE. BUG=angle:733 Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df Reviewed-on: https://chromium-review.googlesource.com/230830 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>