src/tests/gl_tests/ComputeShaderTest.cpp


Log

Author Commit Date CI Message
Tim Van Patten 12b6a82e 2020-04-03T18:31:22 No-Op draws when no active VS and/or FS is present Re-land CL with WebGL fixes: This required some extra pointer checking during validation to handle the fact that a Program and/or ProgramExecutable may not be present when attempting to draw. This isn't an error, just undefined behavior, which we (eventually) treat as a no-op. According to the OpenGL ES 3.1 spec: 7.3. PROGRAM OBJECTS If there is no active program for the vertex or fragment shader stages, the results of vertex and fragment shader execution will respectively be undefined. However, this is not an error. To handle this, if no VS or FS is present in the active Program/PPO, we will no-op the draw command. Bug: angleproject:3570 Test: KHR-GLES31.core.sepshaderobjs.StateInteraction Change-Id: I70d688bf344a78cf3b4fd66c995ae03ce4b9b807 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2185156 Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
Courtney Goeltzenleuchter 1ab55d96 2020-05-06T14:45:18 Revert "No-Op draws when no active VS and/or FS is present" This reverts commit a4b506f79e3286ffcf3a5d68f20aa97a63edab8e. Reason for revert: WebGL crash https://bugs.chromium.org/p/angleproject/issues/detail?id=4616 Original change's description: > No-Op draws when no active VS and/or FS is present > > According to the OpenGL ES 3.1 spec: > > 7.3. PROGRAM OBJECTS > If there is no active program for the vertex or fragment shader > stages, the results of vertex and fragment shader execution will > respectively be undefined. However, this is not an error. > > To handle this, if no VS or FS is present in the active Program/PPO, > we will no-op the draw command. > > Bug: angleproject:3570 > Test: KHR-GLES31.core.sepshaderobjs.StateInteraction > Change-Id: If19e9fbb1bc09fa0d490832079bb9f514eab6035 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2136386 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Commit-Queue: Tim Van Patten <timvp@google.com> TBR=timvp@google.com,jmadill@chromium.org,cclao@google.com Change-Id: Ia24c4156ff7779b69c1f3f705f1a91cbb1c9684c No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:3570 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2184849 Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Tim Van Patten a4b506f7 2020-04-03T18:31:22 No-Op draws when no active VS and/or FS is present According to the OpenGL ES 3.1 spec: 7.3. PROGRAM OBJECTS If there is no active program for the vertex or fragment shader stages, the results of vertex and fragment shader execution will respectively be undefined. However, this is not an error. To handle this, if no VS or FS is present in the active Program/PPO, we will no-op the draw command. Bug: angleproject:3570 Test: KHR-GLES31.core.sepshaderobjs.StateInteraction Change-Id: If19e9fbb1bc09fa0d490832079bb9f514eab6035 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2136386 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
Yuly Novikov cb7e7387 2020-03-20T22:15:39 Remove 32-bit Subzero GLES31 SwANGLE suppressions Remaining Windows crashes fixed by https://swiftshader-review.googlesource.com/c/SwiftShader/+/42608 Bug: angleproject:4482 Change-Id: If1d6b6c4bd172c36108d31e01f561e001f49683f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2113716 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov 0e069b42 2020-03-19T21:40:51 Skip SwANGLE GLES31 tests which crash with 32-bit Subzero only on Windows Linux 32-bit crashes were fixed. Bug: angleproject:4482 Change-Id: I3efd7c760dfec1f8b909eee2ed84f5f9ebc33c3a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2111970 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov cb9a86a9 2020-03-15T14:24:32 Skip SwANGLE GLES31 tests which crash with 32-bit Subzero. Started with https://swiftshader-review.googlesource.com/c/SwiftShader/+/42108 Bug: angleproject:4482 Change-Id: I48effe26aa7ce1b574f9df8ad9c3f560cb599cf3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2104406 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov d5861a68 2020-02-13T15:46:49 Fix ASAN errors in end2end tests. 2 minor issues of reading from uninitialized memory in tests. Removes the suppressions from the fixed tests. Bug: chromium:1029378 Change-Id: I466ce231cfed1ce53a60732706c05b778b096805 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2055649 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 788fa360 2020-02-10T14:07:12 Suppress two failing NVIDIA D3D11 tests. Bug: angleproject:4391 Bug: angleproject:4392 Change-Id: I81cbf261cf206cd2d38cff93d16056c21bf78557 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2047416 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tibor Dusnoki 4546c5ce 2020-01-31T15:05:35 Skip failing end2end tests on Windows on ARM There are multiple failing tests on Windows on ARM which are related to drawing differences. They seem to be similar to an already reported issue (anglebug.com/3748). Bug: angleproject:4356 Bug: angleproject:4357 Change-Id: Ide5cc2e6f42d4c4b6fb88352833d20e517005c14 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2033067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi c73475fb 2020-01-29T11:37:05 Vulkan: Fix UtilsVk dirtying driver uniforms descriptor set binding Most UtilsVk functions bind a descriptor set to index 0 (same as driver uniforms). If that happens to close a render pass, all is well as starting a new render pass ensures all descriptor sets are rebound. However, if the render pass is not closed, or if a dispatch call is issued (which never rebinds descriptor sets if not explicitly necessary), then the driver uniforms descriptor set may end up never rebound, causing a validation error (and possible crash or corruption). This change makes sure that UtilsVk notifies the context when it binds a descriptor set. The context then dirties the driver uniforms binding as appropriate. Bug: angleproject:4272 Change-Id: Ief20c7884fbe39712f844247489812afc70b30a9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2027938 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis bc82fb14 2019-11-28T16:58:19 Suppress failing end2end tests for ASAN builds GLSLTest_ES31.StructArraySample and ComputeShaderTest.DispatchComputeIndirect both hit stack-buffer-overflow errors with ASAN enabled, using the vulkan backend. Right now ASAN is only tested on Mac, so these are only hit when Mac is using swiftshader-vulkan. Bug: 1029378 Change-Id: Ie590f73c29be44f683fd47fe4da139e1b5f96289 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1943408 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Shahbaz Youssefi 88752889 2019-11-20T14:09:52 Vulkan: Fix barriers w.r.t sampled->storage image update df415528411f97454e765ff6a83ed1cbc90a7d13 implemented a feature where images are not created with the storage flag until needed. This is a necessary optimization. There were a few misuses of the BufferHelper::onRead/Write helpers that set up the appropriate barriers that this change fixes. Bug: angleproject:3816 Change-Id: I7e62d98b7325f938152a1972f4ebee083ed319c2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1924989 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Xinyi He <xinyi.he@arm.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Sunny Sun <sunny.sun@arm.com>
Xinyi He 4c7db77e 2019-10-31T15:42:31 Vulkan: Set limitation on maxComputeWorkGroupCount According to Table 20.45 and Chapter 17 in the ES 3.1 spec, MAX_COMPUTE_WORK_GROUP_COUNT is get as a GLint by using GetIntegeri_v. However, it is an unsigned integer in the Vulkan. It needs to set limitation on maxComputeWorkGroupCount[] during translating. 1. Change the data type to GLint stored in Caps. 2. Ensure that the limitation is set during initialization. 3. Add workaround for angleproject:4120 Bug: angleproject:4066 Change-Id: I1659ba1d560e30b9599cace0feeab8a18890c3ff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1890586 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Ian Elliott <ianelliott@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tobin Ehlis c1776c61 2019-11-13T11:36:35 Vulkan:Add Swiftshader configs Add Swiftshader configs to existing test instantiation macros for all ESX variants. This causes Swiftshader to be used to run end2end tests. Added detection code to know when tests are running on Swiftshader and skipping a number of fails initially. Note that when running ANGLE end2end tests within Chromium build on Win32 bots there were crashes with Swiftshader config for tests that should have been skipped. Due to this, just skipping Swiftshader configs on Win32 for now. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I32527a62304c5fad90f645b372edf9411ca2b212 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1914126 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Tobin Ehlis 1a01b4b3 2019-11-11T16:41:07 Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Sunny Sun df415528 2019-10-24T09:22:39 Vulkan: Enable VK_IMAGE_USAGE_STORAGE_BIT when it is needed VK_IMAGE_USAGE_STORAGE_BIT is always enabled for vkImage, this increases memory bandwidth in some platforms. This CL changes the behavior to enable VK_IMAGE_USAGE_STORAGE_BIT when necessary. Bug: angleproject:3904 Test: angle_end2end_tests Test: angle_deqp_gles2_tests Change-Id: I8ffd37efa8d99d04328fa6232de0755be3273d9e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1857799 Commit-Queue: Sunny Sun <sunny.sun@arm.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Cody Northrop d192e933 2019-09-27T10:27:10 Vulkan: Support binding texture levels as a rendertarget This CL refactors how TextureVk handles rendertargets. It removes the single rendertarget that previously supported 2D, and expands the layer/level list of rendertargets to handle all cases. Bug: angleproject:3184 Bug: angleproject:3996 Test: Texture2DTestES3.FramebufferTextureChangingBaselevel/ES3_Vulkan Test: FramebufferRenderMipmapTest.RenderToMipmap/ES2_Vulkan Test: FramebufferRenderMipmapTest.RenderToMipmap/ES3_Vulkan Test: ComputeShaderTest.ImageStoreMipmapSlice/ES3_1_Vulkan Change-Id: I466d0389cc6744994f88c40cc388fca694b53a99 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1854895 Reviewed-by: Ian Elliott <ianelliott@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Cody Northrop <cnorthrop@google.com>
jchen10 8896e18e 2019-10-08T16:07:52 Fix the missing global memory barriers This adds the transtlations of GL_SHADER_IMAGE_ACCESS_BARRIER_BIT, and GL_FRAMEBUFEER_BARRIER_BIT to the vulkan backend. Bug: angleproject:3934 Change-Id: I2bd86a16b461cf7dc01d0d4386f49365a5292446 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1847172 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tim Van Patten 1d02157e 2019-09-24T10:54:40 Only enable shader array size restrictions for HLSL Shader arrays are currently restricted to 64K entries for all translator back ends. This is being changed to just HLSL, since the other back ends appear to have support for larger sizes. Bug: angleproject:3865 Test: dEQP-GLES31.functional.compute.basic.copy_image_to_ssbo_large Test: dEQP-GLES31.functional.compute.basic.copy_ssbo_to_image_large Test: ComputeShaderTest.VeryLargeArrayInsideFunction/* Change-Id: I9a9d1322e24b3206debdea6a3fd517b4d6869ed9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1821943 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>
Ian Elliott fd092e85 2019-10-02T13:19:00 Vulkan: Point end2end failure at correct bug The ComputeShaderTest.BindImageTextureWithOneLayerTexture3D/ES3_1_Vulkan test is failing because of the previously-reported angleproject:3886. Switching the comment to so indicate. Bug: angleproject:3188 Bug: angleproject:3886 Change-Id: Ib62316dcf3935f96bdcab701e8fdb6042a1ab859 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1834837 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
Geoff Lang 4671fee9 2019-10-01T12:28:25 Don't expose CHROMIUM_color_buffer_float_rgb[a] in ES3.0+ These extensions are superseded by EXT_color_buffer_float and not needed to support WebGL2. Allowing them to expose rendering to RGB[A]32F when EXT_color_buffer_float is not supported causes dEQP failures. BUG=angleproject:3939 Change-Id: Ib50a061526f29fc0628e732123c04a22800345dc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1832525 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Alexis Hétu <sugoi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Cody Northrop 988f7170 2019-09-30T15:52:37 Vulkan: Base/max level fixes and cleanup This CL cleans up references to base/max level bug and fixes one lingering issue regarding special handling of depth/z for arrayed surfaces. Bug: angleproject:3148 Bug: angleproject:3184 Bug: angleproject:3948 Bug: angleproject:3949 Bug: angleproject:3950 Test: dEQP-GLES3.functional.texture.mipmap.*base_level* Test: dEQP-GLES3.functional.texture.mipmap.*max_level* Test: Texture2DArrayTestES3.DrawWithLevelsOutsideRangeWithInconsistentDimensions Change-Id: Iad72005a111507c50b8be9726adc32285bbae52b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1832757 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Cody Northrop <cnorthrop@google.com>
Yuly Novikov 6d625bfe 2019-09-23T20:05:29 Skip ComputeShaderTest.UniformDirty on Linux Intel Vulkan Flaky on Linux FYI Release (Intel HD 630) bot. Bug: angleproject:3934 Change-Id: Ia3092e9c740d0052e106d464c59ceac63d4e434e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1820085 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Corentin Wallez 91180c48 2019-09-02T14:33:11 Also skip ComputeShaderTest.UniformDirty/ES3_1_Vulkan on Win/NVIDIA The test is failing since the suppression was lifted. BUG=angleproject:3879 Change-Id: Ic2d45db7f7e2388c0c0040183c8760ee6a8fcb08 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1778863 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Shahbaz Youssefi 912e52d8 2019-08-23T00:25:09 Vulkan: Storage image support Image bindings are placed after atomic counters in the "resources" descriptor set. There are two issues yet to be addressed: - GL can create a 2D (array) view of a 3D image, but this is not allowed in Vulkan. If this cannot be made possible, emulation needs to be done. https://github.com/KhronosGroup/Vulkan-Docs/issues/1033 - GL can create an image view of a texture with a different format and have the data reinterpreted. This is not currently done. Bug: angleproject:3563 Change-Id: I95c4d92c50bb033212a9a67f3f2d6f97c074c7bf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1767366 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Sami Väisänen 68c4fec0 2019-08-23T09:48:41 Add AtomicCounterIncrement test case Add AtomicCounterIncrement test case. BUG=angleproject:3246 Change-Id: I6e74f349b758c3ae9fcb44a14e70d36495406dfd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1768017 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis a9389dfe 2019-08-23T15:22:35 Revert "Remove skipping of groupMemoryBarrierAndBarrierTest on NVIDIA" This reverts commit aac491fcdb31b7cea6d60db8787531b3acc87cd0. Reason for revert: This test is still failing on the Win7 NVIDIA bots: https://ci.chromium.org/p/chromium/builders/ci/Win7%20FYI%20Release%20%28NVIDIA%29/6206 https://ci.chromium.org/p/chromium/builders/ci/Win7%20FYI%20x64%20Release%20%28NVIDIA%29/6261 Original change's description: > Remove skipping of groupMemoryBarrierAndBarrierTest on NVIDIA > > Remove skipping of groupMemoryBarrierAndBarrierTest on NVIDIA. > > BUG=angleproject:2280 > > Change-Id: I9ea72939cd0f828295bb694c9d3515ef554c9a36 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1763948 > Commit-Queue: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Jamie Madill <jmadill@chromium.org> TBR=kkinnunen@nvidia.com,jmadill@chromium.org,svaisanen@nvidia.com Change-Id: Ib7802e66b68419f7aa3dabf3a308811d36c52ff2 No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:2280 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769076 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Sami Väisänen aac491fc 2019-08-21T13:21:52 Remove skipping of groupMemoryBarrierAndBarrierTest on NVIDIA Remove skipping of groupMemoryBarrierAndBarrierTest on NVIDIA. BUG=angleproject:2280 Change-Id: I9ea72939cd0f828295bb694c9d3515ef554c9a36 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1763948 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao eb06814d 2019-07-03T17:17:45 Correct barriers of glMemoryBarrier in test cases Some test cases use wrong barriers when calling glMemoryBarrier. Bug: angleproject:2280 Change-Id: I0750c1eba84ed8af32091f7ecd5bdbd2b32fd397 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1687591 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Shahbaz Youssefi 2e43b0f5 2019-07-11T17:09:54 Vulkan: Implement memory barriers Bug: angleproject:3574 Change-Id: I13d8f4fcd6f1bf9bf3496c91c2c697076e2491bd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1699005 Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Qin Jiajia 96682377 2019-07-08T11:06:27 Fix the RTV and SRV conflict This change fixes below error: Message 0: ID3D11DeviceContext::CSSetShaderResources: Resource being set to CS shader resource slot 0 is still bound on output! Forcing to NULL. Bug: angleproject:3658 Change-Id: I72d656cf61ffb7c39660c019eab980c39eafb70f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1688307 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Yuly Novikov 383d1209 2019-07-02T20:57:24 Skip ComputeShaderTest.ImageAtomicCounterBuffer on Win NVIDIA GL. Bug: angleproject:3636 Change-Id: If106efa79967fa88d2c67feb7f07309e613ab989 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1686740 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Anders Leino 1245f078 2019-06-25T13:51:29 Use D3D11 GetDimensions driver workaround for dynamic images Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects the implementation of the imageSize function in the D3D11 backend. Bug: angleproject:3100 Change-Id: I1e48f5df5e40caf49a4d07662aec587e98cf8388 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1677206 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 3b225597 2019-06-17T14:18:06 Fix the DispatchCompute error The error happens when a RWTexture is used in shader. However, there is no resource binding to it. We should clear the corresponding UAV in case the previous view type is a bufer not a texture. Meanwhile, this patch removes clearSRVs/clearUAVs since we use unsetConflictingSRVs/unsetConflictingUAVs to do the similar thing. Bug: angleproject:3512, angleproject:3548 Change-Id: I01752bb9bc6aca5b767599639c4dc613b4e2e2d2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1662017 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Stephen Martinis 88e03221 2019-05-31T12:06:28 Unset conflicting SRVs and UAVs D3D11 cannot allow the same (sub)-resource bound as both a SRV and an UAV at the same time. Unset conflicting SRVs and UVAs between render pipeline and compute pipeline. Bug: angleproject:3152 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I9cb8b902edbf987166a57af314af6b21a6874998 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1576504 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Kenneth Russell 6064e6ab 2019-06-11T04:01:12 Reland "Temporarily disable creating D3D debug device." This reverts commit 28394c2295335929c17bbfe0ab74f923cd234ff2. Reason for revert: may be the cause of flakiness on Win10 Debug (NVIDIA) per http://crbug.com/972914 . Original change's description: > Revert "Temporarily disable creating D3D debug device." > > This reverts commit 3d544fffe7ff9284b21e3a15f638297c827bbc21. > > Reason for revert: Seems like flakiness is not related. > > Suppress D3D11 test failures uncovered by re-enabling D3D debug device: > ComputeShaderTest.DispatchCompute > Texture2DTestES3.TextureImplPropogatesDirtyBits > D3DTextureTestMS.* > > Also a small fix to ANGLETestBase::checkD3D11SDKLayersMessages > to clear reported messages, otherwise the failures are also reported > for tests following the one with the actual failure. > > Original change's description: > > Temporarily disable creating D3D debug device. > > > > To diagnose whether Windows Intel end2end tests flakiness > > is related to creating debug device and new version of Windows SDK. > > > > Bug: angleproject:3153 > > Change-Id: Ica7eae3fe875e22203b6dfd98b83604d66a97737 > > Reviewed-on: https://chromium-review.googlesource.com/c/1476954 > > Reviewed-by: Geoff Lang <geofflang@chromium.org> > > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> > > Bug: angleproject:3153, angleproject:3493 > Bug: angleproject:3501, angleproject:3512, angleproject:3513 > > Change-Id: I232da72aa09c2b9230cf179dd54e1731f8365f8e > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1480854 > Reviewed-by: Yuly Novikov <ynovikov@chromium.org> > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> TBR=ynovikov@chromium.org,geofflang@chromium.org,jmadill@chromium.org Change-Id: I38a5cc9bb6ebcd50e97e40cc972a82679e73732a No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:3153, angleproject:3493, angleproject:3501, angleproject:3512, angleproject:3513 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652784 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Yuly Novikov 28394c22 2019-02-21T03:24:58 Revert "Temporarily disable creating D3D debug device." This reverts commit 3d544fffe7ff9284b21e3a15f638297c827bbc21. Reason for revert: Seems like flakiness is not related. Suppress D3D11 test failures uncovered by re-enabling D3D debug device: ComputeShaderTest.DispatchCompute Texture2DTestES3.TextureImplPropogatesDirtyBits D3DTextureTestMS.* Also a small fix to ANGLETestBase::checkD3D11SDKLayersMessages to clear reported messages, otherwise the failures are also reported for tests following the one with the actual failure. Original change's description: > Temporarily disable creating D3D debug device. > > To diagnose whether Windows Intel end2end tests flakiness > is related to creating debug device and new version of Windows SDK. > > Bug: angleproject:3153 > Change-Id: Ica7eae3fe875e22203b6dfd98b83604d66a97737 > Reviewed-on: https://chromium-review.googlesource.com/c/1476954 > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Bug: angleproject:3153, angleproject:3493 Bug: angleproject:3501, angleproject:3512, angleproject:3513 Change-Id: I232da72aa09c2b9230cf179dd54e1731f8365f8e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1480854 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Qin Jiajia 311e8086 2019-05-15T13:25:56 Do struct mapping under conditions Struct mapping consumes lots of time when the array lengh is very large. And it's done unconditionally. This CL does struct mapping only if it's a struct assignment or passing the struct to a function. In the next step, we can use a function to do struct mapping instead of struct array initialization. Bug: angleproject:2967 Change-Id: Ie5a74fa05dbc0255ad664d6265dbb880a624f01e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1612978 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Xinghua Cao 1b0acbb5 2019-04-23T15:17:56 Add cases with multiple draws and dispatches D3D11 cannot allow the same (sub)-resource bound as both a SRV and an UAV at the same time. If render pipline and compute pipeline access the same texture, must unset conflicting SRVs and UAVs before drawing and dispatching on D3D backend. Currently, these cases could not pass on D3D11 backend. Bug: angleproject:3152 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I3ed19d7586625aac7fe9f46f86341d136d148019 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1578131 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
jchen10 82bcffa7 2019-04-17T10:45:25 Disable parallel compile for d3d11 compute To observe whether the flaky issues still show up with the feature disabled. Bug: angleproject:3349 Change-Id: I0eae861ad76212fb4a65b57c1e1b5e8c583d6a3b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1571027 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Corentin Wallez e02ad4d3 2019-04-16T14:12:37 Suppress tests crashing on teardown on Win Intel D3D11 BUG=angleproject:3349 Change-Id: Ib86f8b87d719919c980240d3220521a3c7f8a942 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1569466 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Qin Jiajia 9b050f84 2019-03-01T13:31:14 Fix that 0 is a valid memory barrier Bug: angleproject:2280 Change-Id: Iad82d5838a7efdb6f6287aafb9ab980e9e86468d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1496017 Reviewed-by: Jamie Madill (use @chromium please) <jmadill@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Qin Jiajia c9bc33cf 2019-03-04T17:31:05 Disable the initialization of shared memory This patch disables the initialization of shared memory for d3d backend. The initialization of shared memory is very slow and may produce incorrect behavior for some compute shaders on d3d backend. Bug: angleproject:3226 Change-Id: I41f0f061a5611c52af7667f23938fa48819906b5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1498385 Reviewed-by: Jamie Madill (use @chromium please) <jmadill@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Qin Jiajia 49c9dfe3 2018-12-29T16:48:20 Fix the SSBO sync bug in two dispatch calls We should make sure that the raw buffer is the latest buffer before each dispatch call since the dispatch itself can update the raw buffer content. Bug: angleproject:3037 Change-Id: I75dddfd3e57b3c9cbcc58c02ed057c66cc8e1785 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1392379 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Xinghua Cao 794364eb 2019-01-17T17:54:29 Add test cases of image built-in functions Add test cases that image accesses a mipmap level of texture, meanwhile exposes two driver bugs. Bug: angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I4c43cdb97de8223d5e9af3757f41eb01eac81d0a Reviewed-on: https://chromium-review.googlesource.com/c/1415727 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei Shao 94d8a9a4 2019-01-17T08:47:57 ES31: Enable several SSBO end2end tests on D3D11 This patch enables several SSBO tests on D3D11 in ANGLE end2end tests. Bug: angleproject:1951 Change-Id: I1ba78133e5bbe581e8330c1c43755c174e28bf39 Reviewed-on: https://chromium-review.googlesource.com/c/1415721 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Xinghua Cao f3179a6a 2018-07-12T16:22:06 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>
Xinghua Cao c5117571 2018-12-28T15:56:41 Add test case for storage buffer When storage buffer bound is unchanged and shader writes it, buffer content should also be updated. Currently, this case cannot work normally on D3D backend. Bug: angleproject:2814 TEST=angle_end2end_tests.ComputeShaderTest.StorageBufferBoundUnchanged Change-Id: I6f25b7eac84c44392befaca61a33bdf2457f29f9 Reviewed-on: https://chromium-review.googlesource.com/c/1391880 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 84412860 2018-12-21T17:41:24 Set dirty for uniform on D3D backend When uniform's value had been updated, set dirty and update its content on D3D backend. Bug: angleproject:2814 TEST=angle_end2end_tests.ComputeShaderTest .UniformDirty/ES3_1_D3D11 dEQP.GLES31/functional_image_load_store_cube* dEQP.GLES31/functional_image_load_store_3d* dEQP.GLES31/functional_image_load_store_2d_array* Change-Id: Ic135c140559925fe33790475d03dc608afa92384 Reviewed-on: https://chromium-review.googlesource.com/c/1387967 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Xinghua Cao 0d218da4 2018-12-17T11:53:52 Specify texture LOD in compute shader on D3D backend D3D does not define LOD in compute shader, so Sample() is not supported, try to use SampleLevel(). Bug: angleproject:2756 TEST=angle_end2end_tests.ComputeShaderTest .TextureFunction/ES3_1_D3D11 dEQP.GLES31/functional_image_load_store_2d_store* Change-Id: I63e707d2b56e807cfe766cc21bc6b0819982ce80 Reviewed-on: https://chromium-review.googlesource.com/c/1379672 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 35cd7332 2018-12-02T12:03:33 Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
jchen10 cd47a379 2018-11-11T11:08:16 Add SH_INIT_SHARED_VARIABLES flag This option is used to initialize shared variables to zero at the beginning of shader execution to avoid compute shaders being able to read undefined values that could be coming from another webpage or application. It's implemented by declaring variables with initial value for HLSL. For GLSL, it's not allowed to use declaraction initializer for shared variables, so we need to explicitly assign them to zero at the beginning of main(). This implementation is only for HLSL. Bug: chromium:898030 Change-Id: Ic5906500bf4a35cd9a071923f82f32c5e2991be3 Reviewed-on: https://chromium-review.googlesource.com/c/1330310 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 6d765b07 2018-09-28T14:16:06 ES31: Fix some bugs in ShaderStorageBlockOutputHLSL When EOpIndexDirect/EOpIndexIndirect/EOpIndexDirectStruct/TIntermSwizzle appear in [] in ssbo access chain, we should transfer the process of them to OutputHLSL. For example: instance.v[gl_GlobalInvocationID.x] = data; // becomes float_Store(dx_instance, 0 + 16 * gl_GlobalInvocationID.x, _data); instance.v[s.index[0].x] = data; // becomes float_Store(dx_instance, 0 + 16 * _s.index[0].x, _data); Bug: angleproject:1951 Change-Id: I333e238400a10a799a6294f8759cf9c4ef2451c8 Reviewed-on: https://chromium-review.googlesource.com/c/1250661 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Bryan Bernhart c55aefe3 2018-08-28T19:59:00 ES31: Support atomic functions on D3D11 - Part III This patch is the third one to support atomic functions on D3D11. In this patch we enable support for atomic function returns outside of assignments (e.g. part of arithmetic operations or to index into arrays) and when used directly initialize a variable. Note that we are still missing the functionality to be tag loops with [allow_uav_condition] as required by InterlockedCompareExchange. BUG=angleproject:2682 TEST=angle_end2end_tests Change-Id: Ia409ebb10621fd5c514cf6c76f366a320a9d9fc1 Reviewed-on: https://chromium-review.googlesource.com/1208317 Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
jchen10 95277a30 2018-09-06T20:12:56 ES31: Add DispatchComputeIndirect support for D3D11 BUG=angleproject:2270 TEST=angle_end2end_tests.ComputeShaderTest.DispatchComputeIndirect/ES3_1_D3D11 Change-Id: I29bd888ce1e7e3e09b5635699a36164cd97cd7de Reviewed-on: https://chromium-review.googlesource.com/1209563 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Qin Jiajia a735ee2f 2018-05-18T13:29:09 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>
Qin Jiajia 155bfd11 2018-08-31T17:27:10 Fix that same resource is bound on SRV and UAV simultaneously This change makes sure that resource being set to UnorderedAccessView slot is not bound on ShaderResourceView and resource being set to shader resource slot is not bound on UnorderedAccessView. Bug: angleproject:2768 Change-Id: I52fc5bf5e76ccf8be61c59b2195459728f95e536 Reviewed-on: https://chromium-review.googlesource.com/1201324 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Xinghua Cao 913ff54d 2018-08-07T15:14:05 ES31: support compute shader uniform buffer on D3D backend BUG=angleproject:2759 TEST=angle_end2end_tests.ComputeShaderTest.UniformBuffer/ES3_1_D3D11 Change-Id: I92326c3a84f13b364aed0daf567b68f8a411ed2b Reviewed-on: https://chromium-review.googlesource.com/1164843 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Xinghua Cao 6dfdca83 2018-08-03T17:10:55 ES31: support compute shader sampling on D3D backend BUG=angleproject:2756 TEST=angle_end2end_tests.ComputeShaderTest.SamplingAndImageReadWrite/ES3_1_D3D11 Change-Id: I8f112227c5703fcaafffbd2262e6a039f869c483 Reviewed-on: https://chromium-review.googlesource.com/1161754 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei Shao 35bc74d6 2018-08-03T14:07:59 ES31: Support atomic functions on D3D11 - Part II This patch adds the support of translating atomicExchange and atomicCompSwap without return value on D3D11 back-ends. As the last parameter of the HLSL intrinsic functions InterlockedExchange and InterlockedCompareExchange is not optional, when there is a call of either atomicExchange or atomicCompSwap without return value, we add a temporary variable for it, so that we can directly translate all of such calls in outputHLSL.cpp. BUG=angleproject:2682 TEST=angle_end2end_tests Change-Id: I7e9c6d3c7d1846c865909b2f5a26592846c82582 Reviewed-on: https://chromium-review.googlesource.com/1161744 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Jiawei Shao a6a7842f 2018-06-28T08:32:54 ES31: Support atomic functions on D3D11 - Part I This patch is the first one of the implementation of atomic functions in D3D11. There are mainly two differences in the usage of GLSL and HLSL atomic functions: 1. All GLSL atomic functions have return values, which all represent the original value of the shared or ssbo variable; while all HLSL atomic functions don't, and the original value can be stored in the last parameter of the function call. 2. For HLSL atomic functions, the last parameter that stores the original value is optional except for InterlockedExchange and InterlockedCompareExchange. Missing original_value in the call of InterlockedExchange and InterlockedCompareExchange results in a compile error from HLSL compiler. To handle these differences, we plan to implement the translation in two steps: 1. Support direct translations from GLSL atomic functions to HLSL ones. Direct translation can only handle the following two situations: (1) The sentence is a GLSL atomic function call without requesting a return value and it is not atomicExchange or atomicCompSwap: e.g. GLSL: atomicAdd(mem, value); -> HLSL: InterlockedAdd(mem, value); (2) The sentence is a simple assignment expression: its right is a GLSL atomic function call and its left is a declared variable. e.g. GLSL: oldValue = atomicAdd(mem, value); -> HLSL: InterlockedAdd(mem, value, oldValue); 2. Support atomic functions in the situations that don't support direct translations. We will modify the intermediate tree to make direct translation work on all these situations. e.g. atomicExchange(mem, value); -> int oldValue; oldValue = atomicExchange(mem, value); int oldValue = atomicAdd(mem, value); -> int oldValue; oldValue = atomicAdd(mem, value); return atomicAdd(mem, value); -> int temp; temp = atomicAdd(mem, value); return temp; for (i = 0; i < atomicAdd(mem, value); ++i) -> int temp; temp = atomicAdd(mem, value); for (i = 0; i < temp; ++i) { ... temp = atomicAdd(mem, value); } int result = isTrue ? atomicAdd(mem, value) : 0; -> int result; if (isTrue) { result = atomicAdd(mem, value); } else { result = 0; } This patch completes Step 1 which mainly focus on the translation from GLSL atomic functions to HLSL ones. BUG=angleproject:2682 TEST=angle_end2end_tests Change-Id: I3b655b6e286dad4fd97f255f7fe87521c94db30c Reviewed-on: https://chromium-review.googlesource.com/1121835 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Jiawei Shao a75aa3b2 2018-06-21T10:38:28 ES31: Support compute shader shared variables in HLSL This patch implements 'shared' variables in compute shader on D3D11 back-ends. GLSL shared variables are translated into 'groupshared' ones in HLSL. Note that although HLSL allows initializing the variables with 'groupshared' qualifier, currently we do not initialize them because: 1. It is very slow to for d3d11 drivers to compile the compute shader if we add the code to initialize a shared variable with large array size. 2. It seems unnecessary to do so and in GLSL it is not allowed to initialize a shared variable in the declaration. (ESSL 3.1, Chapter 4.3.8) BUG=angleproject:2682 TEST=angle_end2end_tests Change-Id: Ica8247e1b98059968612a36e369718ef113a598c Reviewed-on: https://chromium-review.googlesource.com/1109587 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Qin Jiajia 2a12b3d5 2018-05-23T13:42:13 ES31: Add struct uniform block support in compute shader for D3D BUG=angleproject:2577 TEST=angle_end2end_tests Change-Id: I4d84a10508458444d559013e658ae88cd2923f91 Reviewed-on: https://chromium-review.googlesource.com/1069989 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei Shao 7a8fe156 2018-04-28T12:59:58 ES31: Add link validation on MAX_COMBINED_SHADER_OUTPUT_RESOURCES This patch adds the link validation on the maximum combined shader output resources required in OpenGL ES 3.1 SPEC. OpenGL ES 3.1 SPEC has restrictions on the sum of the number of all active images, shader storage blocks and fragment shader outputs. A link error will be generated if this sum exceeds the implementation- dependent value of MAX_COMBINED_SHADER_OUTPUT_RESOURCES. In order not to affect the existing image tests, this patch also sets a temporary value for maxCombinedShaderOutputResources on D3D11 back-ends. We will set more accurate values for all the UAV related resource limits in the next patch. BUG=angleproject:2345 TEST=dEQP-GLES31.functional.state_query.integer.max_combined_shader_output_resources_* Change-Id: Ib83a19ef0ae0b9af3422b5c970c7c07d96b2359d Reviewed-on: https://chromium-review.googlesource.com/1039155 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Yuly Novikov beafe1a8 2018-03-29T18:23:50 Skip ComputeShaderTest.groupMemoryBarrierAndBarrierTest on NVIDIA D3D11 BUG=angleproject:2280 Change-Id: If2469e037b197b5e54f8fadce7a5094c5d3159a2 Reviewed-on: https://chromium-review.googlesource.com/987015 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Xinghua Cao 4733585d 2018-02-12T15:41:55 ES31_GLSL: support invocation and memory control functions Implement shader invocation control functions and shader memory control functions on D3D backend. BUG=angleproject:2280 TEST=angle_end2end_tests.ComputeShaderTest.ShaderInvocationAndMemoryControl Change-Id: I836c3abde35f19dd40a68cf82ae7c5417c551ab4 Reviewed-on: https://chromium-review.googlesource.com/911986 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiajia Qin 5ae6ee45 2018-03-06T17:39:42 ES31: Sync dirty objects for compute shader BUG=angleproject:2395 TEST=angle_end2end_tests Change-Id: Ife833a6573c49fc453c120ebc66765064d807b16 Reviewed-on: https://chromium-review.googlesource.com/954991 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 27f4321e 2018-02-26T11:05:53 ES31: Implement memoryBarrier on D3D backend Because D3D11 makes a coherent write, so memoryBarrier is not needed on D3D backend. This patch also simples some test cases and modifies some cases errors when accessing memory after an incoherent write, but does not use memoryBarrier. BUG=angleproject:2280 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: Iee5d105a0b6d8534aded03fdaaefc909864d33a4 Reviewed-on: https://chromium-review.googlesource.com/937023 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jiawei Shao 6ae51611 2018-02-23T14:03:25 ES31: Add missing checks for querying GL_COMPUTE_WORK_GROUP_SIZE This patch adds missing checks for querying GL_COMPUTE_WORK_GROUP_SIZE by glGetProgramiv. When querying GL_COMPUTE_WORK_GROUP_SIZE, an INVALID_OPERATION error should be generated when this program hasn't been linked successfully or it doesn't contain any objects to form a compute shader. BUG=angleproject:2324 TEST=angle_end2end_tests dEQP-GLES31.functional.debug.negative_coverage.get_error.compute.invalid_program_query Change-Id: I13dcebef8a0abede5c18a038d4cf915ee4164e2e Reviewed-on: https://chromium-review.googlesource.com/933627 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Xinghua Cao b745f172 2018-01-09T16:10:02 Add more test cases for bindImageTexture Add cases that bindImageTexture binds a single layer of a two-dimensional array, three-dimensional, or cube map texture. BUG=angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I75883ef05c509100e5164a5add69167a41203101 Reviewed-on: https://chromium-review.googlesource.com/856320 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao 08a8ec88 2017-12-27T13:31:11 ES31: Support bindImageTexture on Texture3D/Texture2DArray/TextureCube for compute shaders on D3D BUG=angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I075296ac3b6796a334929699c16f2399d7915e51 Reviewed-on: https://chromium-review.googlesource.com/844063 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao 26143fdd 2017-11-01T18:19:05 ES31: Support bindImageTexture on Texture2D for compute shaders on D3D BUG=angleproject:1987 TEST=angle_end2end_tests Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1 Reviewed-on: https://chromium-review.googlesource.com/749004 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yunchao He 1f679cc6 2017-11-29T18:06:00 Code refactoring for angle::BitSet and EXPECT_GL_TRUE/FALSE. This change refactors two style issues to make it be consistent. 1) This CL uses "using" to replace "typedef" for all angle::BitSet<...>. 2) This CL uses EXPECT_GL_TRUE/FALSE to replace EXPECT_EQ for bool comparison. BUG=angleproject:2005 Change-Id: I4afad92313ea2457bbfedf80f917a5873d7f29ee Reviewed-on: https://chromium-review.googlesource.com/795871 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yunchao He cddcb59e 2017-11-13T15:27:35 ES31: Fix the issue when rendering against compute program. It is a undefined behavior in gles spec, but we should generate an error. This change also refactored the coding style for shader in the test. BUG=angleproject:2260 Change-Id: I7b480e8b66486d9954f7c7f6e8683298e94b6ad7 Reviewed-on: https://chromium-review.googlesource.com/764797 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Yunchao He 85072e8f 2017-11-14T15:43:28 ES31: Fix detaching/deleting compute shader after LinkProgram. This change also moves the ShaderType enum from D3D renderer to angletype.h. And it uses a bit mask to track the linked shader stages. BUG=angleproject:2247 Change-Id: I5c7ee1445d353a02e24549ffcf6b0ac694dd1069 Reviewed-on: https://chromium-review.googlesource.com/768629 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 7caa80e7 2017-11-14T15:03:14 Edit tests to reference temporary variables The shader translator is intended to prune unreferenced variables in the future. To maintain test coverage when this is done, most tests that used to have unreferenced GLSL locals and globals are edited to use built-ins or reference the necessary variables instead. BUG=angleproject:2166 TEST=angle_unittests, angle_end2end_tests Change-Id: I3964e7a80d52fc04a95f57e73da6095e433095e8 Reviewed-on: https://chromium-review.googlesource.com/768740 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Yunchao He 70b715c9 2017-11-07T14:59:15 ES31: Add test for DispatchCompute with rendering program BUG=angleproject:1955 Change-Id: Ib3ee1ead76c83c8dceafba30a1c7526dd0891f8c Reviewed-on: https://chromium-review.googlesource.com/756654 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao 711b7a12 2017-10-09T13:38:12 ES31: Support images in the compiler on D3D backend. BUG=angleproject:1987 TEST=angle_end2end_tests Change-Id: I83f5f9ffda7e676a8f98b963d1f1c50e9463faf4 Reviewed-on: https://chromium-review.googlesource.com/706247 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Corentin Wallez 2bde9199 2017-07-28T14:15:01 Extend suppression for new test that fails on AMD Linux too BUG=angleproject:1987 Change-Id: Iebf9aeba61bfaa300de3ed50d7d57c61996f67dc Reviewed-on: https://chromium-review.googlesource.com/592139 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Xinghua Cao 0328b575 2017-06-26T15:51:36 Bind all elements of unbound image arrays to unit zero Spec GLSL ES 3.10, section 4.4.5, Any uniform sampler, image or atomic counter variable declared without a binding qualifier is initially bound to unit zero. If the binding qualifier is used with an array, the first element of the array takes the specified unit and each subsequent element takes the next consecutive unit. BUG=angleproject:1987 TEST=angle_end2end_tests:ComputeShaderTest Change-Id: I6a8188449a91bf3e8ded37e067205dcae4e47fa7 Reviewed-on: https://chromium-review.googlesource.com/547977 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 65ec0b2e 2017-03-28T16:10:52 ES31: Add support for bindImageTexture on GL backend This patch refers to https://chromium-review.googlesource.com/c/380636/ BUG=angleproject:1987 Change-Id: If621eed6ecaa7298214843a2a133801ca1487b03 Reviewed-on: https://chromium-review.googlesource.com/462088 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 73badc07 2017-03-29T19:14:53 ES31: Implement glDispatchCompute for D3D backend BUG=angleproject:1955 TESTCASE=angle_end2end_tests Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf Reviewed-on: https://chromium-review.googlesource.com/462067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 2b39659d 2017-03-29T15:36:04 ES31: Implement glDispatchCompute for OpenGL backend This patch refers to https://chromium-review.googlesource.com/c/380639/ BUG=angleproject:1955 TESTCASE=angle_end2end_tests Change-Id: Iafd7a6ba2d71c0b332d9267a1260d9dbd9800c02 Reviewed-on: https://chromium-review.googlesource.com/462089 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao b123938d 2016-12-13T15:07:05 D3D11: Add support to compile and link compute shaders This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1. BUG=angleproject:1442 TEST=angle_end2end_tests Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a Reviewed-on: https://chromium-review.googlesource.com/430199 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 0aff35eb 2017-01-16T13:46:52 OpenGL 4.2 is required when using ARB_compute_shader extension BUG=angleproject:1702 TESTCASE=angle_end2end_tests Change-Id: I45fe21bc14310b9c873e83004a8ac8766865fbb9 Reviewed-on: https://chromium-review.googlesource.com/428690 Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 417df92f 2017-01-12T09:23:07 Revert "D3D11: Add support to compile and link compute shaders." Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769 BUG=angleproject:1442 This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1. Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84 Reviewed-on: https://chromium-review.googlesource.com/427229 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 2cd9d7e0 2016-12-13T15:07:05 D3D11: Add support to compile and link compute shaders. BUG=angleproject:1442 Change-Id: I13240e931e6f121d175d2cd6b41324d38bb39a5c Reviewed-on: https://chromium-review.googlesource.com/405831 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Martin Radev 9ddfa060 2016-08-29T13:56:39 Disable compute shader tests on Intel The compute shader tests in angle_end2end_tests fail on Intel Linux. The patch disables the tests for Intel. TEST=angle_end2end_tests BUG=angleproject:1483 Change-Id: I303f0852ea3ccb65c1dd96a196a640c76cc519e4 Reviewed-on: https://chromium-review.googlesource.com/377318 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Martin Radev 4c4c8e72 2016-08-04T12:25:34 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>