|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b980c563
|
2018-11-27T11:34:27
|
|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
2da04538
|
2018-08-24T13:59:44
|
|
Add sampler2DMSArray support to HLSL output
This is done with small adjustments to TextureFunctionHLSL. Most of
the functionality was already in place before.
This changes the categorization of sampler types in BasicTypes.h
helper functions: 2D array samplers are no longer treated as 2D
samplers, but the two categories are now entirely disjoint. This
makes TextureFunctionHLSL a little bit simpler.
BUG=angleproject:2775
TEST=angle_unittests, angle_end2end_tests
Change-Id: I84d9b56c37b1aaa01ee5921b6f17f8a78698fce2
Reviewed-on: https://chromium-review.googlesource.com/1188562
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
d4bd963f
|
2018-03-08T16:32:44
|
|
Don't use TIntermSymbol nodes for function parameters
Parameter nodes are not needed - it's simpler to just create a
TVariable object for each parameter when the TFunction is initialized.
With this change we also store only one object per each parameter type
used in built-in functions, instead of one array of TConstParameter
entries for each unique parameter sequence.
This simplifies code and reduces binary size and compiler memory use.
Compiler perf does not seem to be significantly affected.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I2b82400dd594731074309f92a705e75135a4c82c
Reviewed-on: https://chromium-review.googlesource.com/955589
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2f7c04a3
|
2018-01-25T14:50:37
|
|
Clean up unnecessary use of TString
TString was being used in some places where it was not really needed.
Clean these up.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ib7fd26f9c6b6b885433c840a9520393908f1f902
Reviewed-on: https://chromium-review.googlesource.com/887068
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
fbb1c792
|
2018-01-19T16:26:59
|
|
Store symbol names as a ImmutableString
This will enable compile-time initialization of built-in symbols as
well as reducing copying strings.
Most of the code that deals with names is changed to use
ImmutableString where it makes sense to avoid conversions.
The lexer/parser now allocate const char pointers into pool memory
instead of allocating TStrings. These are then converted to
ImmutableString upon entering TParseContext.
BUG=angleproject:2267
TEST=angle_unittests, angle_end2end_tests
Change-Id: I244d6271ea1ecf7150d4f89dfa388a7745a1150c
Reviewed-on: https://chromium-review.googlesource.com/881561
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
12c03761
|
2018-01-25T12:22:33
|
|
Resubmit: Use ImmutableString for HLSL texture references
This fixes an issue in the original revision of this patch by adding
a operator<< to TInfoSinkBase that takes ImmutableString as a
parameter.
This also adds ImmutableStringBuilder class, which can be used to
build ImmutableStrings in place without extra allocations if the
maximum length is known in advance.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I52e984657a3aba3e6fe67a82b401c6b8de557d18
Reviewed-on: https://chromium-review.googlesource.com/890522
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
d1434c04
|
2018-01-29T02:29:53
|
|
Revert "Use ImmutableString for HLSL texture references"
This reverts commit c13bda8678e86ff75a4acfc94f7a45e58224926d.
Reason for revert: May have broken LibFuzzer and AFL builds:
https://ci.chromium.org/buildbot/chromium.fyi/Afl%20Upload%20Linux%20ASan/7718
https://build.chromium.org/deprecated/chromium.fyi/builders/Libfuzzer%20Upload%20Linux%20ASan/builds/8691
In file included from ../../third_party/angle/src/compiler/translator/TextureFunctionHLSL.cpp:12:
In file included from ../../third_party/angle/src/compiler/translator/TextureFunctionHLSL.h:19:
../../third_party/angle/src/compiler/translator/InfoSink.h:40:16: error: call to function 'operator<<' that is neither visible in the template definition nor found by argument-dependent lookup
stream << t;
^
../../third_party/angle/src/compiler/translator/TextureFunctionHLSL.cpp:111:9: note: in instantiation of function template specialization 'sh::TInfoSinkBase::operator<<<sh::ImmutableString>' requested here
out << textureReference;
^
../../third_party/angle/src/compiler/translator/ImmutableString.h:76:15: note: 'operator<<' should be declared prior to the call site or in namespace 'sh'
std::ostream &operator<<(std::ostream &os, const sh::ImmutableString &str);
^
1 error generated.
Bug: chromium:806619
Original change's description:
> Use ImmutableString for HLSL texture references
>
> This also adds ImmutableStringBuilder class, which can be used to
> build ImmutableStrings in place without extra allocations if the
> maximum length is known in advance.
>
> BUG=angleproject:2267
> TEST=angle_unittests
>
> Change-Id: I4dfb78adeb0cffcfad0d25753fb8063466012c92
> Reviewed-on: https://chromium-review.googlesource.com/886362
> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
TBR=jmadill@chromium.org,cwallez@chromium.org,oetuaho@nvidia.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: angleproject:2267
Change-Id: I445f5a786f8b16c3f40f28df09d45fcb215a9c88
Reviewed-on: https://chromium-review.googlesource.com/890542
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c13bda86
|
2018-01-25T12:22:33
|
|
Use ImmutableString for HLSL texture references
This also adds ImmutableStringBuilder class, which can be used to
build ImmutableStrings in place without extra allocations if the
maximum length is known in advance.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I4dfb78adeb0cffcfad0d25753fb8063466012c92
Reviewed-on: https://chromium-review.googlesource.com/886362
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
8b5e8fdb
|
2017-12-15T14:59:15
|
|
Replace remaining usage of TName with TSymbol
TName used to contain just a subset of the information stored in
TSymbol. It makes more sense to use TSymbol directly instead of
converting it to TName.
This also improves type safety a bit by making some functions only
take in TVariable or TFunction instead of the more generic TName.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Icb46923c25d33ebbbbc06ddc487da25957dda771
Reviewed-on: https://chromium-review.googlesource.com/829143
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
beb6dc74
|
2017-12-14T16:03:03
|
|
Always use TFunction instead of TFunctionSymbolInfo
This reduces unnecessary memory allocations and conversions between
different objects containing the same data.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I87316509ab1cd6d36756ff6af7fa2b5c5a76a8ea
Reviewed-on: https://chromium-review.googlesource.com/827134
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
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>
|
|
ff526f14
|
2017-06-30T12:26:54
|
|
Fix variable vs. function name conflict in HLSL output
GLSL ES spec accepts the case where an initializer of a variable calls
a function with the same name as the variable. The HLSL compiler
doesn't accept that. Work around this limitation in the HLSL compiler
by disambiguating user-defined functions from variables with a
different prefix.
BUG=angleproject:2095
TEST=angle_end2end_test, angle_unittests
Change-Id: I41b32a3fcc6fd4c548e8dc3aa680d1b07fcf8719
Reviewed-on: https://chromium-review.googlesource.com/557872
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
ec9232bd
|
2017-03-27T17:01:37
|
|
Store unmangled function names in the AST
This makes the code simpler across the board. There are a few cases
where mangled names still need to be generated in AST traversers, but
they are outweighed by much leaner output code for all function nodes.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: Id3638e0fca6019bbbe6fc5e1b7763870591da2d8
Reviewed-on: https://chromium-review.googlesource.com/461077
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
92db39e8
|
2017-02-15T12:11:04
|
|
Fix multisample texture operations crashing HLSL generation
This includes a partial implementation of multisample texture
operations on the HLSL backend. It can't be fully tested yet, since
the API side isn't implemented.
BUG=angleproject:1442
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.*
(successfully compiles instead of crashing)
Change-Id: Ief782db28388a3f8fd8113cc86ce3c4f500f322a
Reviewed-on: https://chromium-review.googlesource.com/443264
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
d7b1ab58
|
2016-12-12T14:42:19
|
|
Fix up translator style.
Using git cl format.
BUG=angleproject:650
Change-Id: I7d3f98d2b0dcfb0a8de6c35327db74e55c28d761
Reviewed-on: https://chromium-review.googlesource.com/419059
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5858f7e3
|
2016-04-08T13:08:46
|
|
Re-land "Refactor texture function handling in OutputHLSL"
This change is pure refactoring, it does not introduce any functional
changes.
Separate texture function output into a helper class and further into
different helper functions to make the code more maintainable.
Some of the logic is simplified slightly by eliminating duplicate
cases and limiting the scope of variables where possible, but care
has been taken to preserve the exact same functionality as before.
Re-land with a fix to typo in include guard.
BUG=angleproject:1349
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression)
dEQP-GLES3.texture.* (no regression)
Change-Id: I57c1ec1950fa05bd16275ca578eb5ee99b34a5ae
Reviewed-on: https://chromium-review.googlesource.com/339180
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c2ed9380
|
2016-04-15T13:29:25
|
|
Revert "Refactor texture function handling in OutputHLSL"
It triggered an include guard warning on Windows Clang
This reverts commit 6f6c5580553d1f3c584df692823c2f5640e23d88.
Change-Id: Ibd4f2851f311a494f16376d8eed38f3119594761
Reviewed-on: https://chromium-review.googlesource.com/338933
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
6f6c5580
|
2016-04-08T13:08:46
|
|
Refactor texture function handling in OutputHLSL
This change is pure refactoring, it does not introduce any functional
changes.
Separate texture function output into a helper class and further into
different helper functions to make the code more maintainable.
Some of the logic is simplified slightly by eliminating duplicate
cases and limiting the scope of variables where possible, but care
has been taken to preserve the exact same functionality as before.
BUG=angleproject:1349
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression)
dEQP-GLES3.texture.* (no regression)
Change-Id: I5d81b842d693c0055890d5724eae6c105e454cd8
Reviewed-on: https://chromium-review.googlesource.com/337931
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
9696316d
|
2016-03-21T11:54:33
|
|
Support ESSL structs containing samplers on D3D
Since HLSL can't natively handle samplers in structs, samplers need to
be extracted out of structs into separate variables in the translated
shader code. In HLSL 4.1, samplers that were in structs go into the
normal sampler arrays and are identified by index constants. In other
HLSL versions, samplers that were in structs are translated as uniform
variables.
These transformations are done inside the HLSL output classes, not as
tree transformations. This helps to keep the uniform API provided by
the shader translator intact.
Wherever a struct containing samplers is passed into a user-defined
function, the translated HLSL code passes the separate sampler
variables alongside a struct where the samplers have been removed.
The D3D backend in libANGLE queries the uniform registers of any
samplers that were in uniform structs, and adds them to the register
maps, so that correct sampler state gets assigned to them.
The extracted sampler variables are prefixed with "angle_" instead of
the usual "_" to prevent any name conflicts between them and regular
variables.
BUG=angleproject:504
TEST=angle_end2end_tests,
dEQP-GLES*.functional.shaders.struct.uniform.* (all pass),
dEQP-GLES*.functional.uniform_api.* (most now pass)
Change-Id: Ib79cba2fa0ff8257a973d70dfd917a64f0ca1efb
Reviewed-on: https://chromium-review.googlesource.com/333743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
be59c2fb
|
2016-03-07T11:32:34
|
|
Fix ambiguous function call issues in HLSL output
D3D compiler can't resolve between these overloaded functions:
float4 vec4(float2x2 x0);
float4 vec4(float4 x0);
Include the parameter types in the function name to disambiguate
between overloaded user-defined functions and constructors, like this:
float4 vec4_float2x2(float2x2 x0);
float4 vec4_float4(float4 x0);
This is only done for float2x2 and float4 parameters, other parameter
types like float2x3 vs. float3x2 don't need this.
BUG=angleproject:1099
BUG=angleproject:1030
TEST=angle_end2end_tests,
dEQP-GLES3.functional.attribute_location.* (10 more tests pass),
dEQP-GLES2.functional.attribute_location.*
Change-Id: Ief047d41b0adbc238393c3c13cb29771cbb83d58
Reviewed-on: https://chromium-review.googlesource.com/329882
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
9b4e8626
|
2015-12-22T15:53:22
|
|
Redesign samplers in shaders on D3D11
Translation of samplers to HLSL on D3D11 is changed as follows:
Instead of passing around HLSL sampler and HLSL texture references in
shaders, all references to ESSL samplers are converted to constant
indices within the shader body. Each ESSL sampler is identified by an
unique index. In the code generated to implement ESSL texture functions,
these indices are used to index arrays of HLSL samplers and HLSL
textures to get the sampler and texture to use.
HLSL textures and samplers are grouped into arrays by their types. Each
unique combination of a HLSL texture type + HLSL sampler type gets its
own array. To convert a unique sampler index to an index to one of these
arrays, a constant offset is applied. In the most common case of a 2D
texture and a regular (non-comparison) sampler, the index offset is
always zero and is omitted.
The end goal of this refactoring is to make adding extra metadata for
samplers easier. The unique sampler index can be used in follow-up
changes to index an array of metadata passed in uniforms, which can
contain such things as the base level of the texture.
This does not solve the issues with samplers in structs.
The interface from the point of view of libANGLE is still exactly the
same, the only thing that changes is how samplers are handled inside the
shader.
On feature level 9_3, the D3D compiler has a bug where it can report that
the maximum sampler index is exceeded when in fact it is not. This can
happen when an array of samplers is declared in the shader. Because of
this the new approach can't be used on D3D11 feature level 9_3, but it
will continue using the old approach instead.
BUG=angleproject:1261
TEST=angle_end2end_tests,
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
dEQP-GLES3.functional.texture.units.* (no regressions)
Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f
Reviewed-on: https://chromium-review.googlesource.com/320571
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
|
|
59f9a641
|
2015-08-06T20:38:26
|
|
Remove EOpInternalFunctionCall
It's cleaner to mark internal functions by using the TName class,
similarly to TIntermSymbol.
TEST=angle_unittests
BUG=angleproject:1116
Change-Id: I12a03a3dea42b3fc571fa25a1b11d0161f24de72
Reviewed-on: https://chromium-review.googlesource.com/291621
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
f5cfc8df
|
2015-08-06T16:36:39
|
|
Track whether a name is internal to ANGLE in a separate class
The AST contains identifiers in a few different places: besides symbols,
there are also function names, which show up in function signatures
and function calls. Any of these can be coming either from the original
shader or from inside ANGLE. A class that encapsulates a string and its
internalness will be useful for implementing a unified way of handling
all names in shader translation. Start implementing this by splitting
the functionality out of TSymbol.
TEST=angle_unittests
BUG=angleproject:1116
Change-Id: I0a1b5936dcccd0d5fc1c0c13c712102fbfff2a79
Reviewed-on: https://chromium-review.googlesource.com/291280
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
0a73dd85
|
2014-11-19T16:18:08
|
|
Fix include guards.
BUG=angle:733
Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced
Reviewed-on: https://chromium-review.googlesource.com/230831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
f51639a4
|
2014-06-25T16:04:57
|
|
Use a common include for GL headers.
A common place to define required GL includes gives us a nice
point to centralize GL customizations. In the header currently
are the basic GLES headers with extensions, and a define
carried over from desktop GL.
BUG=angle:466
Change-Id: I6fc61947b4514654ec21355a786904eac04656c0
Reviewed-on: https://chromium-review.googlesource.com/204936
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
|
|
033dae67
|
2014-06-18T12:56:28
|
|
Move OutputHLSL utility methods to other files.
OutputHLSL was become a large, unweildy file. Some were also useful
to other classes, even on the GL back-end, but were inacessible.
Refactoring patch only.
BUG=angle:466
Change-Id: Id216147122ca105c6ccdf0ba0c5f6c5038726965
Reviewed-on: https://chromium-review.googlesource.com/203459
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|