|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
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1245f078
|
2019-06-25T13:51:29
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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>
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3b225597
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2019-06-17T14:18:06
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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>
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88e03221
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2019-05-31T12:06:28
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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>
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6064e6ab
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2019-06-11T04:01:12
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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>
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28394c22
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2019-02-21T03:24:58
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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>
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311e8086
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2019-05-15T13:25:56
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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>
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1b0acbb5
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2019-04-23T15:17:56
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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>
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82bcffa7
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2019-04-17T10:45:25
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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>
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e02ad4d3
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2019-04-16T14:12:37
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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>
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9b050f84
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2019-03-01T13:31:14
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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>
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c9bc33cf
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2019-03-04T17:31:05
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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>
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49c9dfe3
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2018-12-29T16:48:20
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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>
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794364eb
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2019-01-17T17:54:29
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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>
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94d8a9a4
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2019-01-17T08:47:57
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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>
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f3179a6a
|
2018-07-12T16:22:06
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ES31: Implement bindImageTexture binds a single layer on D3D backend
Dynamically generate image2D variables' declaration and function
definition in libANGLE.
Bug: angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159
Reviewed-on: https://chromium-review.googlesource.com/c/1142885
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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c5117571
|
2018-12-28T15:56:41
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|
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>
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84412860
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2018-12-21T17:41:24
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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>
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0d218da4
|
2018-12-17T11:53:52
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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>
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35cd7332
|
2018-12-02T12:03:33
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|
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>
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cd47a379
|
2018-11-11T11:08:16
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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>
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6d765b07
|
2018-09-28T14:16:06
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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>
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c55aefe3
|
2018-08-28T19:59:00
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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>
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95277a30
|
2018-09-06T20:12:56
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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>
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a735ee2f
|
2018-05-18T13:29:09
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ES31: Support shader storage block in D3D11 compiler - Part1
This patch is the first step to implement a basic skeleton to translate
shader storage block to HLSL RWByteAddressBuffer.
In GLSL each shader storage block is just one structured block and in API side
it corresponds to a buffer range where stores the whole structure.
RWStructuredBuffer is an array-like object and can have many structured
elements. The structured element doesn't support unsized array and also have
a small limitation on the element size. So we choose RWByteAddressBuffer as
the counterpart of shader storage block in HLSL.
Due to RWByteAddressBuffer does not support using an index to reference a
specific location, we must use Load and Store to process the read/write
operation of a buffer variable. Moreover, in the compiler tree, since we
can't use variable name to get the resource value in RWByteAddressBuffer,
we have to calculate the offset of buffer variable in a shader storage block,
then call the corresponding wrapper function to get the right value.
In this patch, we only process below situations:
assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
The translation is like below:
// GLSL
#version 310 es
layout(local_size_x=8) in;
layout(std140, binding = 0) buffer blockA {
float f[8];
} instanceA;
layout(std140, binding = 1) buffer blockB {
float f[8];
};
void main()
{
float data = instanceA.f[gl_LocalInvocationIndex];
f[gl_LocalInvocationIndex] = data;
}
// HLSL
RWByteAddressBuffer _instanceA: register(u0);
RWByteAddressBuffer _blockB: register(u1);
float float_Load(RWByteAddressBuffer buffer, uint loc)
{
float result = asfloat(buffer.Load(loc));
return result;
}
void float_Store(RWByteAddressBuffer buffer, uint loc, float value)
{
buffer.Store(loc, asuint(value));
}
void gl_main()
{
float _data = float_Load(_instanceA, 0 + 16 * gl_LocalInvocationIndex);
float_Store(_blockB, 0 + 16 * gl_LocalInvocationIndex, _data);
}
We will do below things in the following patches:
1. Modify the intermediate tree to flatten all ssbo usages to:
assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
e.g.
intanceA.a +=1;
->tmp = intanceA.a;
intanceA.a = tmp + 1;
while(++instanceA.a < 16) {
}
->
int PreIncrement(out int a)
{
a += 1;
return a;
}
tmp = instanceA.a;
while(PreIncrement(tmp) < 16) {
instanceA.a = tmp
}
2. Add offset calculation for structure and array of arrays.
TODOs have been marked in the corresponding places in this patch.
3. Improve helper functions so that they can process all possible types.
TODOs have been marked in the corresponding places in this patch.
4. Process the swizzle situation.
TODOs have been marked in the corresponding places in this patch.
A possible method is to extend current helper functions like below:
*_Load(RWByteAddressBuffer buffer, uint loc, bool isSwizzle, uint4 swizzleOffset)
Bug: angleproject:1951
Test: angle_end2end_tests
Change-Id: I68ae68d5bb77d0d5627c8272627a7f689b8dc38b
Reviewed-on: https://chromium-review.googlesource.com/848215
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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|
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>
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|
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>
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|
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>
|
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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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|
|
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>
|