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02e7f967
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2023-05-25T14:54:49
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Translator: Remove the "variables" option
Variable collection is invariably enabled by the front-end as well as
other major users of ANGLE such as Firefox. All translator backends
except GLSL force-enable variable collection either way.
This change removes this compile option and enables variable collection
unconditionally.
The flag itself remains in ShCompileOptions until references to it are
removed from Chromium.
Bug: chromium:1447314
Change-Id: I4d3b30c1bfbd345c5ad269abc62c0a6a59de2f56
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4568524
Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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9d41585e
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2022-08-12T14:20:34
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Make PLS coherent on D3D 11.3
Adds a new internal memory qualifier to the compiler called
"rasterOrdered", which we set in RewritePixelLocalStorage.cpp when D3D
11.3 Rasterizer Order Views are supported. The HLSL translator then
generates RasterizerOrderedTexture2D<> instead of RWTexture2D<> when
this qualifier is set.
Bug: angleproject:7279
Change-Id: I39b8c3279b7bff93b7e57272e8fb84d9c0312616
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3830288
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Chris Dalton <chris@rive.app>
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1f8e35b5
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2021-04-09T12:29:22
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Remove EvqBaseVertex and EvqBaseInstance qualifiers
They are only used to mark angle_BaseVertex and angle_BaseInstance
uniforms, but they make it complicated for the rest of the code to
identify them as uniforms.
Bug: angleproject:4889
Change-Id: I0c632bb595dc9a7fcda19db11ecb27539b1c33e6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2818144
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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90a58622
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2019-09-04T15:39:58
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Refactor ShaderVariable to Remove Specializations
The following structs are being refactored and moved into the parent
struct ShaderVariable:
VariableWithLocation
Uniform
Attribute
OutputVariable
InterfaceBlockField
Varying
Bug: angleproject:3899
Test: CQ
Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
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cd31f286
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2019-06-25T14:22:41
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Implement Draw base vertex and base instance functions
This patch implements functionality of glDrawArraysInstancedBaseInstanceANGLE,
glDrawElementsInstancedBaseVertexBaseInstanceANGLE,
glMultiDrawArraysInstancedBaseInstanceANGLE,
and glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE
Workaround for OpenGL driver on Mac:
gl_VertexID on Mac with AMD GPU doesn't include baseVertex value.
So replace gl_VertexID with (gl_VertexID + angle_BaseVertex) if any.
Workaround for Vulkan GLSL:
gl_InstanceIndex on Vulkan includes baseInstance. So replace
gl_InstanceIndex with (gl_InstanceIndex - angle_BaseInstance) when
angle_BaseInstance is declared.
Bug: chromium:891861, angleproject:3402
Change-Id: Ia1d94b5d4d7da7e635468c05c962c4f7eb1b1919
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1750126
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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d7d42540
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2019-08-21T15:22:49
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Don't build symbol table for GLSL built-ins if on Android
The GLSL + ESSL autogenerated symbol table is too large for
android, and android also doesn't need desktop GL functionality
If on android, compile the ESSL only symbol table
Bug: chromium:996286
Change-Id: I14dfc7748dae389e78c35f82a390c67962665356
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1757372
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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472c74c6
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2019-08-19T16:32:13
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Translator: Allow tree validation in children of TCompiler
This is to be able to perform validation inside TranslatorVulkan, even
if it's through ASSERTs.
Additionally, every transformation is changed such that they do their
validation themselves. TIntermTraverser::updateTree() performs the
validation, which indirectly validates many of three tree
transformations. Some of the more ancient transformations that don't
use this function directly call TCompiler::validateAST.
Bug: angleproject:2733
Change-Id: Ie4af029d34e053c5ad1dc8c2c2568eecd625d344
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1761149
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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05744c23
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2019-08-21T16:21:30
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Change gl_DrawID from level = ESSL1+ESSL3 to COMMON
Built in variable gl_DrawID is exposed to ESSL1 with
a suffix, when the variable is the exact same. No need
to do this.
Bug: angleproject:3805
Change-Id: I63c71791bb6a0e8aa7b644171a3f5a81099eddc0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762359
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Clemen Deng <clemendeng@google.com>
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cdab03aa
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2019-06-18T17:24:54
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Add flags to shader translator to emulate gl_BaseVertex and gl_BaseInstance
Adds support for translating gl_BaseVertex and gl_BaseInstance for implementation of
GL_ANGLE_base_vertex_base_instance.
They will only be available in WebGL 2. Since there's no gl_VertexID and
gl_InstanceID in WebGL 1. It won't be very useful to add them to WebGL
1.
Mostly follow pattern of gl_DrawID of GL_multi_draw
BUG=angleproject:3402,chromium:891861
Change-Id: Ifcd990c52d12f6814127b904e61a779b8d382e0c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1666361
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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