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ccf53e3d
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2022-06-03T10:40:17
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Translator/HLSL: fix image load/store handling.
Don't output the image load/store string unless we're outputting
HLSL 4.1 (D3D11). Also do some preventative initialization.
Bug: chromium:1327872
Change-Id: Ic757fd6c0c92637f565dc39469ee60dfae145353
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3687335
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
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b4ec8eac
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2022-04-12T12:16:40
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D3D11: implement image load/store for non-compute shaders.
Output image metadata and image2d replacement string in
other shader types.
Implement the actual HLSL transform for fragment shaders.
Re-enable problematic test.
Bug: angleproject:7121
Change-Id: I49b815695757e822e6fdfe599e07ceb5b1d6a75c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550544
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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6803a2d0
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2022-04-01T16:52:49
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D3D11: implement SSBOs in pixel and vertex shaders.
Since the 'u' register space for UAVs in pixel shaders is shared
with render targets, and the number of render targets may vary
depending on GL state, this required deferring register allocation
until draw-time output in DynamicHLSL.
Since non-compute shaders aren't able to immediately output the
SSBO declaration, initial register allocation was broken out from
ResourcesHLSL::shaderStorageBlocksHeader()
into ResourcesHLSL::allocateShaderStorageBlockRegisters() with
the former only called for compute shaders. These initial allocations
are offset by the number of RTs at draw time.
Since Raw UAVs may now be created at draw time for non-compute
shaders, call markRawBufferUsage() from the Renderer11::draw*()
entry points as it is from dispatchCompute*().
Bug: angleproject:7156
Change-Id: I6ab65af1ff36df0313e3c1f8f79661b1547ab9a2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3565562
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
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378653f8
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2020-11-20T12:24:41
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D3D: throw a perf warning for uniform block
We had translated an uniform block only containing a large array member
into StructuredBuffer instead of cbuffer on D3D backend for slow fxc
compile performance issue with dynamic uniform indexing.
This patch throw a warning if a uniform block containing a large array
member fails to hit the optimization.
Bug: angleproject:3682
Change-Id: I33459b559923f16a8dfb70c6f46ec52f68d96e06
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2552365
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
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dc1c1cb5
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2020-08-12T13:30:26
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Restrict to translate uniform block to StructuredBuffer
We had translated an uniform block only containing a large array member
into StructuredBuffer instead of cbuffer on D3D backend for slow fxc
compile performance issue with dynamic uniform indexing.
Now we add more conditions to restrict the translation. Only indexing
operator is allowed to operate on this uniform block variable. And we
also restrict the types of uniform block's member.
Bug: angleproject:3682
Change-Id: I992b7890d84fcaa6169722af6d7e14785526d48a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2351728
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
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2caf7ffd
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2020-03-23T12:12:42
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Address a TODO for instance uniform block
This patch resolves one TODO that Support to translate instance uniform
block containing only a large array member to Structured buffer on D3D
backend when necessary.
Bug: angleproject:4205
Change-Id: If2cd6cf633080820ea33e52269d7d86cd587c9ee
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2114912
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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0af8b596
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2019-09-03T16:24:45
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D3D11: Translate uniform blocks to StructuredBuffer when necessary
fxc exhibits slow compile performance with dynamic cbuffer indexing.
So when a uniform block contains only one large array member, which is
an array of structures, translate this uniform block to
a StructuredBuffer instead.
Bug: angleproject:3682
TEST=angle_end2end_tests.UniformBufferTest.*
Change-Id: Ife80dba8aae65b761737e095895e00a570230f88
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1782046
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: 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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9d737966
|
2019-08-14T12:25:12
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Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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f3179a6a
|
2018-07-12T16:22:06
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ES31: Implement bindImageTexture binds a single layer on D3D backend
Dynamically generate image2D variables' declaration and function
definition in libANGLE.
Bug: angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159
Reviewed-on: https://chromium-review.googlesource.com/c/1142885
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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b980c563
|
2018-11-27T11:34:27
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Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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4a22f4b0
|
2018-10-23T14:36:47
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ES31: Add atomic_uint support to HLSL translator
This is the first commit in a series to enable atomic counter buffers.
Adds support for atomic counters to the GLSL->HLSL translator using
RWByteAddressBuffer.
Bug: angleproject:1729
Test: angle_end2end_tests
Change-Id: I3b7e08f9256dc9bdbcc02ad8910040f2bc14aeac
Reviewed-on: https://chromium-review.googlesource.com/c/1291329
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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a602f906
|
2018-09-11T14:40:24
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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>
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a735ee2f
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2018-05-18T13:29:09
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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>
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3e217f65
|
2018-08-28T16:55:20
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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>
|