|
f2f6d379
|
2018-01-10T21:37:23
|
|
Vulkan: Add PipelineDesc.
The PipelineDesc class is a 512-byte packed description of the entire
Vulkan pipeline state. It uses the alignas keyword and some static
asserts to verify that the structures are packed. This ensures that
when ANGLE uses MurmurHash to hash the entire struct, and memcmp to
check for identity, that there are no garbage padding bits.
This CL does not implement the Pipeline cache, but it will help, since
now we have a packed type that can be used as the key to a hash map.
Bug: angleproject:2163
Change-Id: I16efa927f08d30d89a9c4c8943edd211c6878ac8
Reviewed-on: https://chromium-review.googlesource.com/829893
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
8c3988c5
|
2017-12-21T14:44:56
|
|
Vulkan: Use one pipeline layout for all Programs.
This simplifies the pipeline state object caching. We will not need
to use any extra bits to cache based on program properties - instead
all programs will be compatible. The pipeline layout strucutre is
described in the design docs. It currently only has two bind groups:
the first for default uniforms, and the second for Textures. In the
future we might re-organize this to handle driver uniforms, dynamic
push constants, and/or program uniform buffers with ES 3.0.
Instead of storing only the Textures that are required by a Program,
we reserve space for the maximum possible Texture units. We might have
to revisit this very simple design in the future to support texture
arrays, which are handled specially in Vulkan.
Bug: angleproject:2163
Change-Id: I3e1656c2c73045aed56838a5f1267b246a623362
Reviewed-on: https://chromium-review.googlesource.com/837943
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3de2703d
|
2017-11-30T12:16:47
|
|
Fix handling matrix qualifiers on block members
Individual block member row_major/column_major layout qualifiers may
override the qualifiers set on the block. During parsing, this was
already being handled correctly, so that the qualifier is resolved for
each block member and recorded for each TField / InterfaceBlockField.
Now we always write the qualifiers on a per-member granularity to the
output GLSL shaders, so that the native driver gets the correct
per-member qualifiers. This replaces earlier behavior where the matrix
qualifiers were only written per-block.
Also only use qualifiers from individual members in block layout.
Since the block-level qualifier information is no longer used after
parsing, it is no longer kept in the AST. A dummy value is still set
to the InterfaceBlock structs exposed through the ShaderVars
interface, since that has existing usage in Chromium that needs to be
removed before the field can be removed.
Some AMD OpenGL drivers don't seem to handle matrix layout qualifiers
correctly, so most of the added tests need to be skipped for AMD GL.
On NVIDIA and Intel the tests pass.
BUG=angleproject:2271
TEST=angle_unittests, angle_end2end_tests,
dEQP-GLES31.functional.program_interface_query.uniform.matrix*
Change-Id: I1baa7a633bc2da548743c2190cb72db491b5227a
Reviewed-on: https://chromium-review.googlesource.com/800174
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
465835d6
|
2017-09-26T13:34:10
|
|
Support arrays of arrays in the API
The ShaderVariable class that is used as an interface between the
compiler and the rest of the code gets arrays of arrays support.
Array of array variables are passed from the compiler just like any
other variables. However, when stored in Program state each innermost
array constitutes a separate variable. This is done to make the
implementation match the GLES specification for program interface
query APIs.
This will be tested more fully once support for parsing arrays of
arrays lands in the compiler.
TEST=angle_end2end_tests, angle_unittests
BUG=angleproject:2125
Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb
Reviewed-on: https://chromium-review.googlesource.com/684742
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
4dd167fb
|
2017-11-09T13:08:31
|
|
Vulkan: Assign locations to varyings.
These were actually always required, but only was caught by the newer
versions of the SPIR-V toolchain.
BUG=angleproject:2237
Change-Id: I43fef179e8792e46a602b39a6decafcab03b19df
Reviewed-on: https://chromium-review.googlesource.com/760638
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6db1c2e8
|
2017-11-08T09:17:40
|
|
Link interface blocks in ProgramImpl::link.
This allows the back-end to have access to the interface block info
in the link operation, and also allows the interface block info to
have direct access to the post-link Impl information.
BUG=angleproject:2208
Change-Id: Ib2bfb3c9155eee715bd3d29de1c3fdd67b16eed4
Reviewed-on: https://chromium-review.googlesource.com/753521
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
c9727f31
|
2017-11-07T12:37:07
|
|
Pass InterfaceBlockLinker to ProgramImpl::link.
This change is in preparation for moving the linking logic to the
Implementation.
Introduces a ProgramLinkedResources class that is passed into the Impl
and holds linking-related info such as the UBOs, Varyings, etc.
BUG=angleproject:2208
Change-Id: I2ef0824b54bfb462c79d003bffe34e9cfad60d8a
Reviewed-on: https://chromium-review.googlesource.com/746204
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e1f3ad4d
|
2017-10-28T23:00:42
|
|
Vulkan: Add vk::GetImpl helper.
Using reflection helpers, we can avoid having to pass the return
type to the GetImpl method.
BUG=angleproject:2200
Change-Id: Id160fbdf0ea8b3de2f219d3cc92394c678189a48
Reviewed-on: https://chromium-review.googlesource.com/742371
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
5547b384
|
2017-10-23T18:16:01
|
|
Vulkan: Implement simple static textures.
After this change, the SimpleTexture2D sample mostly runs.
BUG=angleproject:2167
Change-Id: Ie6d56f890b1aede329e11d1e987d0f8c17a2d0b4
Reviewed-on: https://chromium-review.googlesource.com/720072
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
de03e003
|
2017-10-21T14:04:20
|
|
Vulkan: Add shader handling for textures.
BUG=angleproject:2167
Change-Id: I33940288331a23b940753795e5e43b8cabcb87f5
Reviewed-on: https://chromium-review.googlesource.com/732189
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
76e471e9
|
2017-10-21T09:56:01
|
|
Vulkan: Implement basic uniforms.
This implementation adds one descriptor set with two bindings: one for
default vertex uniforms and the other for fragment. It adds two
corresponding uniform buffers, and the logic for updating the
descriptor sets bound to Vulkan. It doesn't handle much in the way of
synchronization and dependency management, or uniform update.
If there are only vertex or fragment uniforms the empty uniform buffer
is omitted from the descriptor set. If both are missing, there is no
descriptor set bound.
Note that as our implementation progresses we might not be able to
initialize our descriptor sets at link time, due to streaming in
uniform data.
BUG=angleproject:2167
Change-Id: I4ce4c3879ab454114df43bfac8d87ddf817fc045
Reviewed-on: https://chromium-review.googlesource.com/706340
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
c514348e
|
2017-10-15T20:20:06
|
|
Vulkan: Minor cleanups to ProgramVk.
This moves the Pipeline Layout and related layout code init into the
LinkProgram implementation call. These resources don't depend on
anything other than the state at link time. Moving the init makes
the calling code a bit simpler since it doesn't need to process error
conditions and check for validity every time.
Also introduce a reset() method, similar to ProgramD3D. This will
allow us to re-link a program multiple times (once resource lifetime
management is properly implemented).
BUG=angleproject:2167
Change-Id: Ibe76ed9b901adf6b69b51ba8219b3ce79d55b87d
Reviewed-on: https://chromium-review.googlesource.com/720071
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
ebf7299e
|
2017-10-13T14:09:45
|
|
Vulkan: Minimal dirty bits for ContextVk.
Currently this won't speed up performance much, if at all, since we
don't even really support state changes. It sets the stage for using
a pipeline cache later, with better state change support. It also
makes implementing descriptor sets for Textures a bit simpler, since
we can just update descriptor sets when the dirty bits tell us of a
Texture change.
Add cache structures to VertexArrayVk and ContextVk so we only need
to update the structures before we create a new pipeline. When we
support pipeline caching, we will most likely be updating a compact
representation for fast cache query.
BUG=angleproject:1898
BUG=angleproject:2167
Change-Id: Id545f2c67c06d8b6e8b7eb63ca70464f6b9a51f6
Reviewed-on: https://chromium-review.googlesource.com/713586
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
2a9e107c
|
2017-09-22T11:31:57
|
|
Vulkan: Support multiple vertex outputs.
This is a bit of a hack, similar to how D3D11 works. We need to write
output locations in the GLSL shader before we send them to glslang,
so we wait until the link call, then string-replace some hard-coded
identifeir code to the attribute location determined by ANGLE.
This CL also fills in some of the vertex format conversion tables in
formatutilsvk.cpp.
BUG=angleproject:2167
Change-Id: I2424d0d990bdbcd831a4dd130e61e87d8f8f479f
Reviewed-on: https://chromium-review.googlesource.com/677555
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
855d964b
|
2017-05-17T14:05:06
|
|
Prefix user-defined names in GLSL output
Now user-defined names are prefixed by _u in GLSL output in case name
hashing is not on. Internal names such as names of temporary variables
created in AST transformations are written out as such.
This makes handling of internal function names and internal variable
names consistent. It also removes the possibility of name conflicts
between user-defined names and internal names in case name hashing is
not on. In the same vein, it makes it safe to use GLSL reserved words
that are not reserved in ESSL as variable names in case name hashing
is not on.
This also makes the GLSL output more consistent with how names are
handled in HLSL output. Name hashing code is shared between
VariableInfo and OutputGLSLBase to ensure names are handled
consistently in both. The name that's used in the shader source for a
given interface variable is written out to ShaderVariable::mappedName.
An exception needs to be made for identifiers close to the length
limit, since adding any prefix would take them over the limit. But
they can be just written out as such, since we don't have any builtins
or ANGLE internal variables that have as long names and could create a
conflict.
BUG=angleproject:2139
BUG=angleproject:2038
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38
Reviewed-on: https://chromium-review.googlesource.com/507647
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
54164b0c
|
2017-08-28T15:17:37
|
|
Add getUniform impl methods.
This will let us remove some of the uniform data management code in
the GL front-end, and simplify the GL back-end. It will also enable
us to implement uniform data more efficiently in the D3D11 back-end,
and probably Vulkan back-end later.
This also implements a new impl method for the ProgramGL class to
flag optimized-out uniforms as no longer used, post-link. This is
important because otherwise the optimized uniforms get assigned
valid locations, and then the getUniform calls are expected to
succeed.
We also use a workaround for uniform value queries for the GL
back-end. It seems as though some drivers (seen on NVIDIA and AMD)
may not properly clamp to the maximum representable integer value
when querying out-of-range floating point values. Work around this by
always calling the driver with the proper type and then casting the
value in ANGLE.
BUG=angleproject:1390
Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6
Reviewed-on: https://chromium-review.googlesource.com/616785
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
27a60631
|
2017-06-30T15:12:01
|
|
Re-apply UBO binding workaround on program save.
The workaround which was previously defined to only apply on load
also seems to affect save on some AMD drivers.
BUG=angleproject:1637
BUG=angleproject:1897
Change-Id: Ia01a1420a484f3c2682ce97eaab18baccfb66a50
Reviewed-on: https://chromium-review.googlesource.com/558008
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9cf9e871
|
2017-06-05T12:59:25
|
|
Move LinkResult to the gl:: namespace.
This is a derived type from gl::Error so makes sense to be there.
Also makes it more accessible than in ProgramImpl.h
BUG=angleproject:1897
Change-Id: Id41b13e5a072745d8c361057f5bef8f152e0452b
Reviewed-on: https://chromium-review.googlesource.com/522872
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
83418fb1
|
2017-06-05T12:59:24
|
|
Don't allow for error in ProgramImpl::save.
Refactoring cleanup patch only.
BUG=angleproject:1897
Change-Id: I6d12de5dab16ead9684886a1cf15b570e3c98156
Reviewed-on: https://chromium-review.googlesource.com/522871
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c4d18aac
|
2017-03-09T18:45:02
|
|
Use ErrorStream everywhere
Eliminates one more usage of FormatString and its static initializer.
Add more ErrorStream types
and replace gl::Error and egl::Error with them.
BUG=angleproject:1644
Change-Id: Ib498d0ae4b81a332ec71aed7cf709993b154e6bb
Reviewed-on: https://chromium-review.googlesource.com/505429
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
c564c070
|
2017-06-01T12:45:42
|
|
Pass gl::Context to impl methods instead of ContextImpl.
In some cases we might have to call back into the GL layer, passing
the Context, and if we just have a ContextImpl pointer this isn't
possible. It also removes the need for SafeGetImpl.
BUG=angleproject:2044
Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6
Reviewed-on: https://chromium-review.googlesource.com/516835
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
72106562
|
2017-03-24T14:18:50
|
|
Vulkan: Only re-create pipeline on state change.
This speeds up the simple perf test, but it is a very simple
optimization that does not have a cache of pipelines or anything
sophisticated.
BUG=angleproject:1898
Change-Id: Iec126bc73bf28f8bb33662a2f70670588f010d72
Reviewed-on: https://chromium-review.googlesource.com/444850
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
61afff14
|
2017-03-14T15:34:03
|
|
ES31: Add PROGRAM_SEPARABLE to ProgramParameter and GetProgram
BUG=angleproject:1939
TEST=angle_end2end_tests
Change-Id: I97ad11360f7c015947a2c0cc7d4a47f994726834
Reviewed-on: https://chromium-review.googlesource.com/454264
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
5deea723
|
2017-02-16T10:44:46
|
|
Vulkan: Don't store device handles in wrapped objects.
BUG=angleproject:1684
Change-Id: I0ec11ec79f2e9893600a8ffd8cdbfc6040fb6f70
Reviewed-on: https://chromium-review.googlesource.com/426402
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
df68a6f0
|
2017-01-13T17:29:53
|
|
Vulkan: Implement a simple graphics pipeline.
BUG=angleproject:1580
Change-Id: Iceaed896db22dc9eefa3f1bee7d6142fcfb20368
Reviewed-on: https://chromium-review.googlesource.com/412267
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
8ecf7f9b
|
2017-01-13T17:29:52
|
|
Vulkan: Implement shader compilation.
This hooks up the Vulkan GLSL, decorated with locations, to glslang,
and then pipes the SPIRV back to the Program implementation for later
use when making pipelines to run draw calls.
The program compilation tests work now, but don't really test
anything other than not generating Vulkan validation layer errors
during compilation and shader object generation.
BUG=angleproject:1576
Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd
Reviewed-on: https://chromium-review.googlesource.com/408519
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
a7d12dc7
|
2016-12-13T15:08:19
|
|
Store uniform block bindings in program binaries.
This affects all back-ends - we weren't saving this. Note that
bindings can only be set after program linking. The spec is fairly
clear in that any programs saved must be loadable and runnable under
the same set of state, which would include block bindings.
Also add validation for zero binary formats in GetProgramBinary.
Also add a workaround for AMD where the block bindings were not
applied properly after link, similarly to our original bug.
This CL also includes a few fixups for GLProgram (raii).
BUG=angleproject:1637
Change-Id: Iae068eb4e1e4c763aa9f9332c033e38708026c8f
Reviewed-on: https://chromium-review.googlesource.com/418393
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b0a838bf
|
2016-11-13T20:02:12
|
|
Program: Make LinkResult use gl::ErrorOrResult.
This simplifies the error handling code, and allows the use of the
ANGLE_TRY macro (and friends).
BUG=angleproject:1576
Change-Id: I3142388b10d0dd67a7f49a5c8c3d11102996be93
Reviewed-on: https://chromium-review.googlesource.com/411201
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
46eaa946
|
2016-06-29T10:26:37
|
|
Support CHROMIUM_path_rendering fragment operations
This brings two new APIs, BindFragmentInputLocation and
ProgramPathFragmentInputGen that together dictate how the
fragment shader varyings are used.
BUG=angleproject:1382
Change-Id: I4b52fd8a3555235a73aecd4f3dba2d500789cbb0
Reviewed-on: https://chromium-review.googlesource.com/357071
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Sami Väisänen <svaisanen@nvidia.com>
Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
|
|
9e54b5af
|
2016-05-25T12:57:39
|
|
Add Vulkan stubs.
Currently enabled for Windows by default.
BUG=angleproject:1319
Change-Id: I87921c579bee466465fb1e3f629bb3a40fdff659
Reviewed-on: https://chromium-review.googlesource.com/328730
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|