Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 2018c0ba | 2015-12-08 11:48:51 | Add a EGL_ANGLE_d3d_texture_client_buffer extension. Allows creation of pbuffers from D3D texture objects. BUG=540829 BUG=angleproject:1144 Change-Id: If8ea717ef011608cd01357c217837133d726d3ea Reviewed-on: https://chromium-review.googlesource.com/316804 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 9f4583dd | 2016-10-19 11:19:51 | Add Platform Detection and Tighten the workarounds on Intel GPU This patch intends to add platform detection to ANGLE and tighten the driver bug workarounds on Intel GPU. BUG=angleproject:1548 Change-Id: I1ea57e174f688a175da8b658de4337295037fcab Reviewed-on: https://chromium-review.googlesource.com/399914 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 79a92bea | 2016-10-25 13:17:18 | Disable the emulateTinyStencilTextures workaround in FL 10.0. UpdateSubresource and CopySubresource cannot copy to depth stencil textures in feature level 10.0. BUG=angleproject:1572 Change-Id: Ic9f8cbfb2c69de8502da7df34f1c5935144a9387 Reviewed-on: https://chromium-review.googlesource.com/402554 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 51c4768b | 2016-10-25 15:50:14 | 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> | ||
| af7f301f | 2016-10-24 18:29:09 | Handle nullptr mSwapChain in SwapChain11::getSyncValues There are 6 crashes in SwapChain11::getSyncValues on crash server. I looked at one of them and it is due to a nullptr mSwapChain which appears to be a valid state that is handled in other SwapChain11 methods. This change adds a similar check / returning an error to SwapChain11::getSyncValues. BUG=angleproject:1402 Change-Id: I9c17b884704b8aaaddf2d802911cd0ca961ae0b4 Reviewed-on: https://chromium-review.googlesource.com/402613 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stanislav Chiknavaryan <stanisc@chromium.org> | ||
| 81c6b577 | 2016-10-19 14:07:52 | Implement GL_EXT_texture_sRGB_decode for GL. BUG=angleproject:1383 BUG=655247 Change-Id: I409b12e1ae418530576de5ec9ce26b7be5d91650 Reviewed-on: https://chromium-review.googlesource.com/400807 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 4c5ff005 | 2016-10-25 09:32:17 | ProgramGL: correctly copy sampler uniforms BUG=angleproject:1570 Change-Id: Ic39f5f1ff8f565b2876fdfc8d738a50f24b911b6 Reviewed-on: https://chromium-review.googlesource.com/402930 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 3b5ffe5c | 2016-10-24 15:47:16 | Fix ASSERT in Buffer11::PackStorage::copyFromStorage. This ASSERT was being overly restrictive, when the code would work correctly when reading from system memory storage as well as staging. BUG=angleproject:1555 Change-Id: Ib45185d8c127a1fb2ce54db9e96fe41d68d5ff2e Reviewed-on: https://chromium-review.googlesource.com/402269 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 7efe747c | 2016-10-07 16:12:46 | D3D11: Fix style in the entire back-end. BUG=None Change-Id: I32cbcd4daa1f386654ea5e8f0a25d8635b5df731 Reviewed-on: https://chromium-review.googlesource.com/402016 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| a284f2ff | 2015-08-07 16:49:07 | Add stubs for EGL_EXT_swap_buffers_with_damage. BUG=512090 Change-Id: I9413d6f5c13b9ea59ab9c923dc6c5d157f344166 Reviewed-on: https://chromium-review.googlesource.com/291652 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 7835b525 | 2016-10-08 11:20:17 | Reland "Add workaround for unused std140 and shared uniform blocks on MacOS" On some Mac drivers with shader version 4.1, they will treat unused std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 layout qualifier to be considered active. The uniform block itself is also considered active. This workaround is to reference all members of unused std140 and shared uniform blocks at the beginning of the vertex/fragment shader's main(). BUG=chromium:618464 TEST=UniformBufferTest.ActiveUniformBlockNumber Change-Id: I18da4e2b61b0170068bf5ea38ce54667b0737780 Reviewed-on: https://chromium-review.googlesource.com/395648 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| f7417801 | 2016-10-12 17:59:31 | FramebufferGL: only work around SRGB blits on Desktop GL BUG=angleproject:1492 Change-Id: I6c210243dffb775efd61c33160dabcbf7406a757 Reviewed-on: https://chromium-review.googlesource.com/397798 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| c1984ed4 | 2016-10-07 12:41:00 | Implement robust TexParameter and SamplerParameter entry points. BUG=angleproject:1354 Change-Id: I3aa2dcb8603a839f9c07cd9dd41cb695d2e699f2 Reviewed-on: https://chromium-review.googlesource.com/395529 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 0b94528b | 2016-10-11 08:48:52 | Fix synchronization of workaround dirty bits in TextureGL. The local dirty bits were sometimes not synced because gl::Texture doesn't know that they exist. Also fix calculation of when the workaround dirty bits need to be set. BUG=angleproject:1386 Change-Id: I3d9d1a01e5441be783190422093c485ea5da7aec Reviewed-on: https://chromium-review.googlesource.com/396542 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 8234e7b3 | 2016-10-07 15:12:10 | Refactor some errors into ANGLE_TRY macros. BUG=None Change-Id: I00ff2523995cb49d1af60cae62c2bba0d020eed4 Reviewed-on: https://chromium-review.googlesource.com/395569 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| e9e8a899 | 2016-10-07 10:24:52 | D3D11: Fix some format support entries. On Intel these were seeingly missing or erroneous. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: I4410407ce1171f420b275c7662896f5b26a949c2 Reviewed-on: https://chromium-review.googlesource.com/395168 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 22416868 | 2016-06-08 16:14:36 | Add dirty bits for internal texture state. Synchronize TextureGL internal state using the dirty bits. TexturesBenchmark scores: Before: 5051 After: 7639 Diff: +51.2% BUG=angleproject:1386 Change-Id: Id04aef778a47175d1a284564495a646045855b4b Reviewed-on: https://chromium-review.googlesource.com/393866 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 47110bf4 | 2016-04-20 11:13:22 | Implement CHROMIUM_copy_compressed_texture for D3D11. BUG=angleproject:1356 Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f Reviewed-on: https://chromium-review.googlesource.com/339847 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| b7fe49db | 2016-10-05 16:39:11 | D3D11: Fold mipmap gen caps into the support table. This change is two-fold: first it allows us to remove the std::map for D3D11 format info, which was only being used in a single place. Secondly, it fixed the support table to use the correct 9_3 caps for texture support, determined by running the D3D11FormatTablesTest. This should reduce the number of format queries we need to run on 9_3 startup. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: I2435a47fc221e73c96337bc7c1c4ed37b527bc1f Reviewed-on: https://chromium-review.googlesource.com/392210 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| e0548ad2 | 2016-10-06 15:55:35 | D3D11: Split off DXGI component type query. This query is currently a part of a std::map. Split it off to its own switch using auto-generation based on the format string. Also introduce a DXGI-to-angle format map. This map is not totally complete because some more esoteric formats don't have corresponding ANGLE formats yet. We should add these other formats (EG NV12) if we need them. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: I49e045bdc04a52166299c9e22a4c4d3f24069dbc Reviewed-on: https://chromium-review.googlesource.com/392209 Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 5d9f5df0 | 2016-09-27 13:28:25 | Implementation of eglGetSyncValuesCHROMIUM extension. This change adds implementation of eglGetSyncValuesCHROMIUM extension on D3D11 with Direct Composition. This should work on Windows 8.1 and above. The implementation is based on IDXGISwapChain::GetFrameStatistics. Extension documentation: https://chromium.googlesource.com/chromium/src/gpu/+/master/GLES2/extensions/CHROMIUM/EGL_CHROMIUM_get_sync_values.txt BUG=angleproject:1402 Change-Id: I306434dd8d85d618b14edfa38fc2a22e50fddacc Reviewed-on: https://chromium-review.googlesource.com/390351 Commit-Queue: Stanislav Chiknavaryan <stanisc@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 26a717b0 | 2016-09-27 08:45:42 | GL: Emulate SRGB blits where needed. Desktop OpenGL before 4.4 doesn't handle SRGB blits the same way OpenGL ES does. Emulate them by drawing a quad. BUG=angleproject:1492 BUG=chromium:634525 Change-Id: I9f2992d9b373941b10f19f8a51564f0f756cc4df Reviewed-on: https://chromium-review.googlesource.com/389853 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| b80a5e9c | 2016-10-05 16:39:09 | Store channel bits info in angle::Format. This allows us to delete some duplicated code in the D3D11-side. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: Ifdcfcd4a56e06ff2ae8f5ca0bda72281d52c2964 Reviewed-on: https://chromium-review.googlesource.com/392208 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| d08f3b3d | 2016-09-23 15:56:30 | Add stubs for a NULL renderer. BUG=angleproject:1468 Change-Id: I2ed2b65a4b6f6ea3dda61c0467aef95e407cd38c Reviewed-on: https://chromium-review.googlesource.com/388844 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 4c655248 | 2016-10-04 10:27:21 | D3D11: Fix unreferenced XFB vars getting dropped. Our for-loop logic was confused so that some unreferenced transform feedback varyings might get dropped. BUG=chromium:651493 Change-Id: Id283230da0a47fc647b2a3862da60be5538e439e Reviewed-on: https://chromium-review.googlesource.com/391945 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 0e48719f | 2016-10-03 16:30:38 | formatutils: allow reusing rowPitch computation for depthPitch This should fix a null D3D11 backend draw call performance regression. BUG=651101 Change-Id: I2eb10cddd15f0e7b25b886c89eccd2906e988c72 Reviewed-on: https://chromium-review.googlesource.com/392227 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 2549e74e | 2016-10-03 10:59:21 | Only expose the EGL robutness extensions when the native GL context has them. On some drivers, the WGL_ARB_create_context_robustness extension is present but the created context does not expose the extensions. Be more defensive and only expose robustness if we're able to create contexts that have it. BUG=angleproject:1538 Change-Id: I3d02b2071c7b2c576abe66cc283cee467e400fd3 Reviewed-on: https://chromium-review.googlesource.com/391833 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: John Bauman <jbauman@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| c4431804 | 2016-10-03 15:41:38 | D3D11: Fix Buffer11::copyFromStorage and UBOs. The change to initialize a constant buffer immediately after calling BufferData in D3D11 led to a bug where we would map the UBO for writing with the wrong map bits. Fix this by using the same map method as the rest of the code. The D3D11 runtime seems to allow arbitrarily large constant buffers on Windows 10, but not Windows 7. Thus this CL also fixes a bug in our constant buffer size clamping to not copy more than the available buffer size for uniform buffers. BUG=chromium:651493 Change-Id: I876767691d02db90ecb08a8fa78199f03339a35e Reviewed-on: https://chromium-review.googlesource.com/391167 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c9e6026c | 2016-09-30 17:15:07 | Revert "Add workaround for unused std140 and shared uniform blocks on MacOS" This reverts commit 9aa83fe302578d226f195fff5fb3f0e2fb723a4c. The new test UniformBufferTest.ActiveUniformNumberAndName/ES3_OPENGL is failing on multiple platforms. Examples: https://build.chromium.org/p/chromium.gpu.fyi/builders/Mac%2010.10%20Release%20%28ATI%29/builds/12285 https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Release%20(ATI) Change-Id: I78b1a4d58e9a291e40ad304eb32f990e0518f7ee Reviewed-on: https://chromium-review.googlesource.com/391049 Reviewed-by: Kenneth Russell <kbr@chromium.org> | ||
| fde9d8c1 | 2016-07-28 10:53:19 | D3D11: Add null check to Renderer11::testDeviceLost. After experiencing a device loss, Renderer11::resetDevice can fail to recreate mDevice, leaving it null. In a following call to testDeviceLost, mDevice will be dereferenced, causing a segfault. BUG=angleproject:1457 Change-Id: Ib5be64542929441ceb7088a328c3245ae7e52f17 Reviewed-on: https://chromium-review.googlesource.com/364120 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 9aa83fe3 | 2016-09-29 08:42:42 | Add workaround for unused std140 and shared uniform blocks on MacOS On some Mac drivers with shader version 4.1, they will treat unused std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 layout qualifier to be considered active. The uniform block itself is also considered active. This workaround is to reference all members of unused std140 and shared uniform blocks at the beginning of the vertex/fragment shader's main(). BUG=chromium:618464 TEST=UniformBufferTest.ActiveUniformBlockNumber Change-Id: I1d2c5e3e8da04786ac6a37fd26f7bb9c14cd76ed Reviewed-on: https://chromium-review.googlesource.com/387169 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 886de369 | 2016-09-27 10:49:35 | Factor code between PixelUnpackState and PixelPackState BUG=angleproject:1512 Change-Id: I4c60472d216bfc5198e635d70fd197a5738dde98 Reviewed-on: https://chromium-review.googlesource.com/390133 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 6f0a0dca | 2016-09-27 13:51:29 | Workaround isnan() on Intel drivers On some Intel drivers, calling function isnan() on highp float will get wrong answer. This patch work arounds this bug by using an expression to emulate this function. BUG=chromium:650547 Change-Id: I5bc5e0352c434f42cd2c55103a74f9f7ba51a72c Reviewed-on: https://chromium-review.googlesource.com/389834 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 9a8d366a | 2016-09-22 12:18:29 | FramebufferGL: add readPixels workarounds Implements workarounds for: - The pack state making rows overlap in memory, which causes crashes on some drivers. - The driver adding an extra last row padding when checking if the pixel pack buffer is large enough for the readPixels. BUG=angleproject:1512 Change-Id: I120ff58649bb523e8b01da6ef03d8fcadaf076b2 Reviewed-on: https://chromium-review.googlesource.com/388029 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 054f7ed0 | 2016-09-20 17:15:59 | preprocessor: Miscellaneous cleanups - Use full header paths in includes - Use ASSERT instead of assert - Use angle::NonCopyable instead of PP_DISALLOW_COPY_AND_ASSIGN - Use range-for in a couple places - Remove pp_utils.h BUG=angleproject:1522 Change-Id: If107fef89e8465bca65cf664926d1051c5d1e232 Reviewed-on: https://chromium-review.googlesource.com/387212 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 6a0e4e52 | 2016-09-22 17:03:09 | BlitGL: orphan scratch textures when we are done. This will allow the OpenGL driver to reclaim GPU memory. BUG=angleproject:1512 Change-Id: If063e1ff9f4a544012ca78c37e198054cb4edcac Reviewed-on: https://chromium-review.googlesource.com/388771 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| e8a78496 | 2016-09-22 13:08:39 | D3D11: Restrict ES3 bits to FL 10.1. We would advertise ES3 in some cases when we didn't support it. BUG=angleproject:1381 BUG=chromium:649101 Change-Id: I2a5bbc1d6153cdfc6c9c577aa0b82caf8482a42d Reviewed-on: https://chromium-review.googlesource.com/388190 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| f607c60a | 2016-09-21 11:46:48 | Fix validation of ReadPixels format and type. The validation for ReadPixels allows for two combations of format/type: 1. Based on the current framebuffer's component type. * GL_RGBA/GL_UNSIGNED_BYTE if the framebuffer is a normalized (signed or unsigned). * GL_RGBA_INTEGER/GL_INTEGER if the framebuffer is an integer format. * GL_RGBA_INTEGER/GL_UNSIGNED_INTEGER if the framebuffer is an unsigned integer format. * GL_RGBA/GL_FLOAT if the framebuffer is any type of float framebuffer (added in EXT_color_buffer_float). * These combations are detailed in the ES2 spec on pg 105 or ES3 on pg 193. 2. The implementation read format/type returned from glGetIntegerv. * These formats are added by specs, OES_texture_float, EXT_texture_rg, EXT_read_format_bgra, etc. Update the GL and D3D backends to perform the conversion from GL_HALF_FLOAT to GL_HALF_FLOAT_OES. Continue allowing reading as BGRA_EXT to support Skia. Should be removed in the future. BUG=607283 BUG=angleproject:1478 Change-Id: I0312cad4d5f138ab036f383d221f8ccd19a77f6d Reviewed-on: https://chromium-review.googlesource.com/346232 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 1ce09ace | 2016-09-21 10:43:38 | D3D11: Free buffer staging storage when idle. Using the same policy as for system memory storage, we release the staging buffer if it has been unmodified for several uses. We could further extend this technique to other storage buffers using a nearly identical policy. We might need to mitigate the cost of iterating over all the storages of all the buffers. BUG=angleproject:516 Change-Id: Ib24ef03cf4184ef6f0c24f83347538df82de5f58 Reviewed-on: https://chromium-review.googlesource.com/387200 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c5cacd60 | 2016-09-14 14:50:24 | Implement a separate last row texture unpack buffer upload workaround When uploading textures from an unpack buffer, some drivers expect an extra row paading, causing them to think the pixel buffer is not big enough. We work around this by uploading the last row separately. BUG=angleproject:1512 Change-Id: I52fb8b35dc450b957f1fafb0b405c81bf0504157 Reviewed-on: https://chromium-review.googlesource.com/385193 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| e292e902 | 2016-09-07 10:49:01 | Workaround the unary minus operator issue on Intel On some Intel D3D drivers, evaluating unary minor operator on an integer variable may get wrong answer in vertex shader. This patch works around this bug by replacing -(int) with ~(int)+1 on Windows Intel. BUG=chromium:644033 Change-Id: I0af719e84d618a33f25bcb33bde0c381fb462a31 Reviewed-on: https://chromium-review.googlesource.com/381675 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 2e60034b | 2016-09-19 13:56:40 | D3D11: Store Buffer SRVs in native storage. This allows us to not store std::pairs to identify SRVs. Instead we can release the cached SRVs directly when we re-create the native buffer. BUG=angleproject:1513 Change-Id: I6f6d5edc659aa843c9439b97661073415f1a772b Reviewed-on: https://chromium-review.googlesource.com/385818 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 09cfac60 | 2016-09-06 17:25:16 | Work around For and While loop bugs on Intel Mac OSX Condition calculation in for and while loops has bug on Intel Mac. Work around it by converting "CONDITION" to "CONDITION && true". This CL also adds previous SH_EMULATE_ABS_INT_FUNCTION workaround to the ANGLE GL back-end on OSX BUG=chromium:644669 TEST=deqp/functional/gles3/shaderloop_for/while.html Change-Id: I910f662b054f259fcb601b9938841b3a2d066840 Reviewed-on: https://chromium-review.googlesource.com/381678 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Qiankun Miao <qiankun.miao@intel.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 930fefca | 2016-09-14 15:54:18 | RendererGL: enable GL_DEBUG_OUTPUT on Debug builds The intent was already to enable it but without glEnable(GL_DEBUG_OUTPUT) the Linux NVIDIA driver doesn't output anything. BUG= Change-Id: Ia9a500c2e792ee7c4e2a7be60d478419eda617e1 Reviewed-on: https://chromium-review.googlesource.com/385278 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| fcb79357 | 2016-09-13 15:13:15 | D3D11: Detect driver version before workaround init. This is order-sensitive. The workarounds need the driver version to properly determine if workarounds should be used. This fixes the WebGL 2 test invalidate/sub on NVIDIA. BUG=angleproject:1246 Change-Id: I7ca4f44ec2874553f167214e937e918b49e69567 Reviewed-on: https://chromium-review.googlesource.com/385077 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 7ebb97fc | 2016-09-08 18:01:50 | Use 64-bits compile options BUG=chromium:645071 Change-Id: I31825123bf4cb45fb37a93f538e8936487beb5ff Reviewed-on: https://chromium-review.googlesource.com/382712 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 57b9424f | 2016-09-09 12:48:00 | D3D11: Release SRV cache in Buffer11 destructor. This was leading to a resouce leak with fast unpack. BUG=angleproject:1513 Change-Id: I4ff6c6e3c889392e314654d63f2db8f671b6913c Reviewed-on: https://chromium-review.googlesource.com/383711 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 2c07eb21 | 2016-09-02 13:06:43 | Add workaround for B5G6R5 format in Intel driver In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly. According to https://msdn.microsoft.com/en-us/library/windows/desktop/ff471324(v=vs.85).aspx DXGI_FORMAT_B5G6R5_UNORM should be equivalent to D3DFMT_R5G6B5. However, the data will be treated as B5G6R5 not R5G6B5. This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use R8G8B8A8 format. BUG=chromium:644610 TEST=dEQP-GLES3.functional.fbo.blit.default_framebuffer.rgb565* Change-Id: I9d64a9bcedf9247de6950d345ed2d3fb00170d30 Reviewed-on: https://chromium-review.googlesource.com/380421 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 7ffdda9a | 2016-09-08 13:26:51 | D3D11: Don't allow fast unpack from GL_ALPHA8. This format is one that doesn't support buffer SRV creation. It seems like there is no equivalent dEQP test for this format. BUG=angleproject:1503 Change-Id: I9ecdb9406ca0b62dd54b450d2b50341d76584b2b Reviewed-on: https://chromium-review.googlesource.com/381435 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 65d17e56 | 2016-09-08 09:52:58 | Generate OUT_OF_MEMORY when compiler initialization fails. INVALID_OPERATION implies that the error is recoverable. Change-Id: Iaa13293168f66f46864e5e4c0ab7d7c53c97e8fd Reviewed-on: https://chromium-review.googlesource.com/383131 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| b6c3e77b | 2016-09-07 11:10:13 | StateManagerGL: handle GL_DITHER DITHER is on by default and dEQP precision tests turn this off, to avoid dithering messing with the precision. The OpenGL backend didn't handle glDisable(GL_DITHER) causing precision to be wrong on RGB565 on Linux Intel. BUG=angleproject:1492 Change-Id: I5e750fbe9df397e8b9a826979b14c84a2d72a00d Reviewed-on: https://chromium-review.googlesource.com/382111 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 9e3d7aa0 | 2016-09-02 15:19:43 | D3D11: Work around small mipped stencil textures. AMD has a bug with 2x2 and 1x1 mips of depth/stencil textures. Formats D24S8 and D32FS8 both seem to render black for the very small mips. We can work around this by selectively caching a copy of the texture data that only has depth information, since stencil isn't filterable in OpenGL ES. BUG=angleproject:1493 BUG=chromium:638323 Change-Id: Iebef42c4680018d9854dbe789d677823167213dd Reviewed-on: https://chromium-review.googlesource.com/380037 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| dea2777c | 2016-09-02 15:09:09 | D3D11: Rename TextureStorage swizzle invalidation. Since we'll also be storing a cache of depth textures as well as swizzle info, generalize the invalidation methods. BUG=angleproject:1493 BUG=chromium:638323 Change-Id: I8fef049b01c81483fcf28196866a22d5cfed32a1 Reviewed-on: https://chromium-review.googlesource.com/380036 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 29639857 | 2016-09-02 15:00:09 | D3D11: Work around Intel uniform buffers bug. When copying from a staging buffer to a uniform buffer, the first upload would be incorrect. Work around this by trying to upload directly to a uniform buffer on the first BufferSubData call. BUG=chromium:593024 Change-Id: I0df3a1422b962bf3ece5d445f435df01e3544b67 Reviewed-on: https://chromium-review.googlesource.com/368774 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 5b46a680 | 2016-09-01 15:22:06 | Clear the swizzle cache in TextureStorage11::setData. BUG=angleproject:1494 Change-Id: I67471e4b961b3d8374c2da84394ead743939c225 Reviewed-on: https://chromium-review.googlesource.com/380095 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 8314465d | 2016-08-31 17:03:30 | GL backend: add a workaround for bad default current vertex attributes BUG=angleproject:1492 BUG=351528 Change-Id: Ie4b25b0106282c9f60d19053e5a320549887bc8b Reviewed-on: https://chromium-review.googlesource.com/379196 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| b920e360 | 2016-08-03 18:19:41 | Implement GL_ARB_create_context_robustness on GLX and WGL BUG=angleproject:1463 Change-Id: I5bdcfd757d6f7d6411558c368fa7a26c8a38c9ba Reviewed-on: https://chromium-review.googlesource.com/365971 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 11e43ece | 2016-08-11 09:54:08 | Add a workaround for Intel drivers on glsl function texelfetchoffset GLSL function texelfetchoffset will be translated into texture.Load in ANGLE. In D3D there is a note that When one or more of the coordinates in Location exceeds the u, v, or w mipmap level dimensions of the texture, Load returns zero in all components, but in glsl there is no such restriction, which will cause the WebGL 2 dEQP test deqp/functional/gles3/shadertexturefunction/texelfetchoffset.html fail on Windows with Intel GPU. Adapted from ExpandIntegerPowExpressions.cpp, this patch adds a translation from texelFetchOffset into texelFetch to work around this issue. BUG=angleproject:1469 Change-Id: Iecfb9570472036acf5960789bdb1a63f191316be Reviewed-on: https://chromium-review.googlesource.com/367883 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 1fe74c7e | 2016-08-25 13:23:01 | Manually compute the mipmap size for the textureSize builtin. There were two issues with the current implementation: * The GetDimensions function already takes into account the base level of the SRV. * The GetDimensions function returns doesn't return valid sizes for levels that don't exist in the SRV. Instead, manually do the lod offset. BUG=angleproject:931 BUG=angleproject:1316 TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2d_fixed_vertex Change-Id: I63259b563a42b93b73949e0ef7ac412099a42f13 Reviewed-on: https://chromium-review.googlesource.com/376099 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 87fbe1c2 | 2016-08-03 14:41:42 | ContextImpl: only expose getResetStatus for robustness This will allow each backend to implement this method separately. The current set of ContextImpl methods used for robustness are slightly D3D-centric. BUG=angleproject:1463 Change-Id: I101f8ada2c49de4cf110db48b1e8380c52b50fb2 Reviewed-on: https://chromium-review.googlesource.com/365829 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 4c4c8e72 | 2016-08-04 12:25:34 | Add compute program compilation and linking support Compute shaders can be now compiled and linked to create programs. Some tests are added to verify successful and unsuccessful compute shader linking. The patch also replaces std::array<int, 3> with a custom struct WorkGroupSize. BUG=angleproject:1442 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84 Reviewed-on: https://chromium-review.googlesource.com/366740 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> | ||
| 9949f04d | 2016-08-03 12:47:27 | Fence11: When busy looping on a fence, test for device loss Previously the code only checked is the device had already seen as lost but never updating the lost status. Since checking for device loss can be expensive, only do it every 128 loop iterations. BUG=angleproject:1463 Change-Id: Ib481aebbb73d0f279e7ef835ac3a96c0a4663d58 Reviewed-on: https://chromium-review.googlesource.com/365736 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 0ea0caeb | 2016-08-10 12:39:29 | Move load functions table to renderer layer. We will be able to use it for the Vulkan formats table. BUG=angleproject:1455 Change-Id: Iddc09fe560b06880af72a6fa8eb03fa2792e2f8c Reviewed-on: https://chromium-review.googlesource.com/367454 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 17605b61 | 2016-08-10 11:48:29 | Replace DXGI with ANGLE format in the load tables. BUG=angleproject:1455 Change-Id: I851848d8a28bd70ff921d76b19902f40a5e8b17d Reviewed-on: https://chromium-review.googlesource.com/367453 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| b2e4863c | 2016-08-09 18:08:03 | Replace std::map with switch in load functions. BUG=angleproject:1455 Change-Id: Ica74ea5503efc0315bc4d98aa322da523a30b24c Reviewed-on: https://chromium-review.googlesource.com/367696 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 6230dd54 | 2016-08-23 15:20:03 | Check for OpenGL ES support when creating context Support for an OpenGL ES version can come either through OpenGL ES, OpenGL core or available extensions. The context creation should fail if the requested OpenGL ES version is not supported. BUG=angleproject:1477 TEST=angle_end2end_tests Change-Id: I810d004a1bd62f75f162d775d3cf92c4283252a3 Reviewed-on: https://chromium-review.googlesource.com/374338 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 91e71ed9 | 2016-08-23 09:29:22 | Misc minor WinRT fixes and cleanups Change-Id: Ibf041e74d81ef266791e6b6a3bb43bf504b035b3 Reviewed-on: https://chromium-review.googlesource.com/374040 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 39b11018 | 2016-08-22 13:42:30 | Remove Windows 8.1 (Store apps) and Windows Phone 8.1 support ANGLE has moved onto the Windows 10 SDK, and is using new compiler features that aren't supported by the old Windows 8.1 toolchain. Support for the 8.1 projects has been broken in master for some time now. Since more and more developers are moving towards Windows 10, we are going to take a snapshot of ANGLE that includes 8.1 support and freeze it in a branch on github.com/microsoft/angle. If developers wish to compile for use ANGLE in 8.1 apps then they should use that branch going forward. Change-Id: Ifee2d8a8cc0332500e0bd338911d831e7624fa82 Reviewed-on: https://chromium-review.googlesource.com/374039 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| c4718040 | 2016-08-09 17:21:03 | Remove DXGI_FORMAT_UNKNOWN cases from load table. These cases were unreachable. BUG=angleproject:1455 Change-Id: I5f3b969de3aca3862944ac9ed510c9f5e9fd77e2 Reviewed-on: https://chromium-review.googlesource.com/367695 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> | ||
| 04d3d895 | 2016-08-09 15:02:19 | Simplify load functions table. The indexing of the table data was mismatched with the table, causing confusion with no appreciable gain. Fix this, reducing the lines in the script and table at the same time. BUG=angleproject:1455 Change-Id: I59095ba11a416575fd2310765eaac8d368b90cab Reviewed-on: https://chromium-review.googlesource.com/367694 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 55f29a8c | 2016-08-09 13:11:02 | Check if conversion needed from load function. The 'LoadToNative' copy is the only one that should be considered a non-conversion. For depth formats, we should be clamping on SetData and CopyImage calls, so this changes the flags for two of the depth formats, but won't affect behaviour since the conversion bit is never check for depth/stencil formats. This allows us to remove the 'requiresConversion' bit from the data. BUG=angleproject:1455 Change-Id: I739ecc54406d65049caad7851ffd51d7cb777946 Reviewed-on: https://chromium-review.googlesource.com/367693 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c99518fc | 2016-08-09 11:10:38 | Move default ANGLE format map to shared location. This default format mapping serves as a base for a Renderer format mapping. Any formats that require emulation or other representation in a Renderer can be overridden in the renderer layer. BUG=angleproject:1455 Change-Id: I47f070c2ea132bada9cc0fc4353b89b74b8ee8f3 Reviewed-on: https://chromium-review.googlesource.com/367692 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c2c106d4 | 2016-08-11 12:42:14 | D3D11: Clean up buffer calls a bit. BUG=None Change-Id: I3b697c3b721b5be4888d039a5cefd160ab5b23f8 Reviewed-on: https://chromium-review.googlesource.com/367877 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 9371f7ab | 2016-08-09 11:10:37 | D3D11: Remove unsized formats from the table. These cases weren't actually ever hit within ANGLE. BUG=angleproject:1455 Change-Id: I60da3fb9eae91598ddaed5572a4bab0a66345694 Reviewed-on: https://chromium-review.googlesource.com/367691 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 30712068 | 2016-08-09 11:10:36 | Move fast copy functions into angle::Format. These tables were duplicated in D3D11 and D3D9, and would have to be further duplicated into Vulkan. BUG=angleproject:1455 Change-Id: Ice1b81417d7b14f933b61861c4a9997c260ef72e Reviewed-on: https://chromium-review.googlesource.com/367690 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 8cf70d55 | 2016-08-09 11:10:35 | D3D11: Rename ANGLEFormatSet to Format. BUG=angleproject:1455 Change-Id: I896b3ed2d5e4ff3ad72de9a3a4b554841129e4e9 Reviewed-on: https://chromium-review.googlesource.com/367093 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c98cd326 | 2016-08-09 11:10:33 | D3D11: Merge d3d11::TextureFormat and ANGLEFormatSet. BUG=angleproject:1455 Change-Id: I7fc2640ec9d73528feb526b4d8b89cabccda4d17 Reviewed-on: https://chromium-review.googlesource.com/367092 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| e5922891 | 2016-08-09 11:10:32 | D3D11: Partially squash D3D11 format types. d3d11::TextureFormat and d3d11::FormatSet don't really do different things, so it would be best to merge them. BUG=angleproject:1455 Change-Id: I8c09ae763e4cb284bb611fed9d74b9048fb9f13e Reviewed-on: https://chromium-review.googlesource.com/367091 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 9a39224b | 2016-08-09 11:10:31 | D3D11: Move the swizzle format set into ANGLEFormatSet. The only piece of data left in the d3d11::TextureFormat is the initializer function, which could just as easily be in the ANGLEFormatSet. BUG=angleproject:1455 Change-Id: Iee8eb84f71807575c2a46bf4fcbf283aa1b7f565 Reviewed-on: https://chromium-review.googlesource.com/367090 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 86e0b7f7 | 2016-08-09 11:10:29 | Clean up PackPixels. BUG=angleproject:1455 Change-Id: I263719cc77ff80580a551683d062e862dee1bdab Reviewed-on: https://chromium-review.googlesource.com/365826 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| a5ac1e16 | 2016-08-09 11:10:28 | D3D9: Use angle::Format when possible. This will unify the way we call into PackPixels and also cleans u the code. It required adding a few D3D9-specific formats to the table. BUG=angleproject:1455 Change-Id: Ic8282f40f52cabdb2925e2bb305c26582284082d Reviewed-on: https://chromium-review.googlesource.com/365825 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> | ||
| a5b1561e | 2016-08-09 11:10:27 | Place format info in angle::Format. Some bits of information, like the copy functions and mipmap gen functions, can be shared across back-ends in the angle::Format class. Also name the info struct angle::Format, and use an enum class angle::Format::ID to identify the particular format. This patch introduces a new table generator for angle formats and updates the D3D11 generator accordingly. BUG=angleproject:1455 Change-Id: I13b8b98822b1186c6a9e436dc232c18fef50980c Reviewed-on: https://chromium-review.googlesource.com/365824 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 20f69ce5 | 2016-08-09 11:10:26 | Introduce angle::Format enum. This general enum can encapsulate different formats between GL/Vulkan/D3D9/D3D11/etc so we can use them in common routines like PackPixels. It also can help us get rid of the ANGLEX enums which we use to represent internal formats not present in GL. It is currently used for Textures/Renderbuffers/Surfaces, but can also be extended in the future to cover things like vertex formats. It mirrors something like a DXGI_FORMAT in D3D11 or VkFormat. BUG=angleproject:1455 Change-Id: I467d7b36d8fc92bb45239d56b9243d06f4e29378 Reviewed-on: https://chromium-review.googlesource.com/365413 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 17b10a9a | 2016-08-03 14:10:06 | D3D11: Store more format info by-reference. This CL stores the d3d11::TextureFormat by reference in the texture storage. Adding the internalFormat to the TextureFormat allows us to store a single ref instead of three per TextureStorage11. Also store the format sets in a d3d11::TextureFormat by-ref instead of by-pointer, making the code a bit cleaner. BUG=angleproject:1455 Change-Id: I3c0e966d948c694435577d7d45dc0cd156480cdb Reviewed-on: https://chromium-review.googlesource.com/365412 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 3416ff3e | 2016-08-04 10:13:21 | D3D: Check for error before createTextureStorageEGLImage. Previously we were just dumping any unexpected errors here. Fix this by passing in the RT explicitly in the constructor, although we still store the EGLImage pointer in case the RT changes. BUG=angleproject:1455 Change-Id: Ie4d4a07c3a7b3a5ccc0a43c4e80bfc6ee43a676b Reviewed-on: https://chromium-review.googlesource.com/365411 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| f7ccaf73 | 2016-08-03 14:10:04 | D3D11: Move texture format code out of the python script. It's better to maintain the code outside of a generator script. It gives easier formatting and updating. BUG=angleproject:1455 Change-Id: I2b4383f1ed01545004de10024d03879201e2bf41 Reviewed-on: https://chromium-review.googlesource.com/365410 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| f5207dea | 2016-08-05 11:51:40 | DisplayGLX: XSync before setting the error handler This mirrors https://codereview.chromium.org/2206973002 BUG=628823 Change-Id: Ifd71d67df174cac3f90097c809fc91046699bed8 Reviewed-on: https://chromium-review.googlesource.com/366790 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 43341b7a | 2016-08-03 14:10:03 | D3D11: Merge FL10 and 9_3 ANGLE formats. This will let us use ANGLE formats to describe a format layout rather than a Renderer-specific usage. This in turn will let us use ANGLE formats for other Renderers, as a universal thing. BUG=angleproject:1455 Change-Id: I56492cb809d4ef6ac4b962cb12affbc853bbdaa0 Reviewed-on: https://chromium-review.googlesource.com/365269 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c53507ca | 2016-08-03 13:37:54 | Noop cleanups to Renderer11.h and Renderer9.h BUG= Change-Id: I1cdaa61fa00cc418b3c0b4d9e8270e780ff0d8a6 Reviewed-on: https://chromium-review.googlesource.com/365737 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 66fb8206 | 2016-07-28 11:45:20 | Add ES3.1 API constants The newly added capability constants are handled in the corresponding glGet functions. Also, getBooleani_v has been added. BUG=angleproject:1442 TEST=angle_deqp_gtest_gles31_tests --gtest_filter=*functional_state_query_integer_max_* TEST=angle_deqp_gtest_gles31_tests --gtest_filter=*state_query_indexed_max_compute_work_group_size* TEST=angle_unittests TEST=angle_end2end_tests Change-Id: I846e006307563ae81d8b6c62cf261417e15186c7 Reviewed-on: https://chromium-review.googlesource.com/362270 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> | ||
| 97073d12 | 2016-04-20 10:42:34 | Implement CHROMIUM_copy_texture for D3D11. BUG=angleproject:1356 Change-Id: I70246762411dbeeb3e291e317854139a68d80070 Reviewed-on: https://chromium-review.googlesource.com/339434 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 9c721c64 | 2016-08-02 14:56:23 | Check for device loss on all applicable EGL entry-points This will make applications aware of device loss on all EGL calls that need to have an initialized display. For that purpose, we track the device loss state at the egl::Display level instead of always querying the implementation. This is correct because at device-loss at the display level is non-recoverable. It also deduplicates the tracking that would have to be done in all the EGL backends. Changes made in this commit: - Cached device loss in egl::Display - Check isDeviceLost in ValidateDisplay - Changed EGL entry-points testing isDeviceLost to explicitely request a testDeviceLost - Add calls to ValidateDisplay to entry-points missing it - Removed unused virtual qualifiers for some robustness methods BUG=angleproject:1463 Change-Id: I92bea81f2ecd5423c445cff31557a4d9783557d5 Reviewed-on: https://chromium-review.googlesource.com/365450 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> | ||
| 6bbdce5b | 2016-08-02 12:32:00 | D3D11: Remove X24G8 special format. This special format means we're using a depth/stencil format with only the stencil channel being used. We can just use a normal D24S8 format here, there's pretty much no difference. BUG=angleproject:1455 Change-Id: Id304094b92814f38930209a703733190ad8e8410 Reviewed-on: https://chromium-review.googlesource.com/359086 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 7a074768 | 2016-08-02 12:31:59 | D3D11: Remove 'non-renderable' texture formats. The only difference between the NONRENDERABLE and normal versions of the formats is the rtvFormat is blank for non-renderable. The only place that I can see we check rtvFormat to make a decision is in TextureStorage11::GetTextureBindFlags. The rtvFormat here isn't necessary because we also check the 'renderTarget' flag, which won't be true for compressed formats at any time. BUG=angleproject:1455 Change-Id: Icbb438d336e67b80c44a0ab8de995a32b92e451e Reviewed-on: https://chromium-review.googlesource.com/359085 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 11b30612 | 2016-08-02 12:31:58 | D3D11: Store ANGLEFormatSets instead of ANGLEFormats. This saves us looking up the FormatSet repeatedly. BUG=angleproject:1455 Change-Id: I77890c1eb427e7d087ceaf194a5001b8b03585d4 Reviewed-on: https://chromium-review.googlesource.com/359084 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 1e0ea4f5 | 2016-07-22 13:07:24 | Add a workaround for NVIDIA drivers with repeated transform feedback. BUG=angleproject:1298 Change-Id: Ibfbad8eb8ec824e377d8c1746a6691d6b689f498 Reviewed-on: https://chromium-review.googlesource.com/362601 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 64ae9952 | 2016-07-25 17:55:27 | D3D11: Get driver version from DXGI adapter. This is a simpler and more portable design. Thanks for Austin from MS. BUG=angleproject:1452 Change-Id: I93e8f3fc61107f13c4b2c1cf7fbaf2bb7ccdfafb Reviewed-on: https://chromium-review.googlesource.com/363041 Reviewed-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| c9bde926 | 2016-07-24 17:58:50 | D3D11: Allow gl_PointCoord when not rendering points. ANGLE D3D11 uses a geometry shader to expand points into quads. This led to an edge case with gl_PointCoord. When the user references gl_PointCoord in the fragment shader but renders with GL_TRIANGLES or other non-point primitives, gl_PointCoord is undefined, but ANGLE would produce a link error. This would break some very odd edge-case shaders (e.g. a shader that is used with both points and triangles). We can fix this by simply adding a dummy PointCoord value to our vertex shader is all cases. If the user renders points, we ignore the PointCoord value passed to the geometry shader. If they render tris or lines and use PointCoord, the shader signatures will match, and PointCoord will even have a sane value of (0.5, 0.5). BUG=angleproject:1380 Change-Id: I322155cd3801d0241cabc9bb639a5aaa502831b3 Reviewed-on: https://chromium-review.googlesource.com/362779 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Zhenyao Mo <zmo@chromium.org> | ||
| ce1ed238 | 2016-07-24 12:45:17 | D3D11: Detect driver version for blit workaround. Since the newer driver versions are required for WebGL 2 conformance, we need a solution that can detect a driver version to know if we should apply the workaround. Use a modified copy of Chrome's Windows GPU driver detection code. In the future we should extend this to a full module when we port the command buffer workarounds. BUG=angleproject:1452 Change-Id: I783d5726454671cc22585a2bf990c071d539aa9f Reviewed-on: https://chromium-review.googlesource.com/361962 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| 1048e43f | 2016-07-23 18:51:28 | D3D: Work around HLSL integer pow folding bug. BUG=angleproject:851 Change-Id: I68a47b8343a29e42c0a69ca3f2a6cb5054d03782 Reviewed-on: https://chromium-review.googlesource.com/362775 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> |