|
33bb7c42
|
2017-09-09T23:32:51
|
|
ProgramD3D: Use more UniformTypeInfo.
Instead of storing a type GLenum, store a pointer into the type info
table. This makes looking up some values a bit easier.
Also includes some micro-optimizations.
Improves the score of the uniforms micro-benchmark by about 12.4% on
a local Windows 10 machine.
BUG=angleproject:1390
Change-Id: I35f7f1c7bb3cf2c62d737b494dc56ff61ea2d1fb
Reviewed-on: https://chromium-review.googlesource.com/659221
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a9459dbc
|
2017-09-09T23:32:52
|
|
Fix EXTERNAL and 2D_ARRAY sampler type info.
The type info tables were incorrectly using some information.
This bug was uncovered after trying to use the tables more.
BUG=angleproject:1390
Change-Id: I5eae01f51269bab05746a14bd3caabb614be210a
Reviewed-on: https://chromium-review.googlesource.com/659220
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
0e7f1736
|
2017-09-09T23:32:50
|
|
D3D: Only scan cached shader executable lists once.
Any time we would query ProgramD3D for a particular vertex or pixel
shader, we would iterate over all the cached shaders of the program
looking for the matching input or output layout signature. This change
makes it so we only compute the index of the matching shader once,
and subsequent calls will re-use the shader index. This should speed
up the draw call benchmarks.
Also include a fix to the Serial class that initializes a Serial value
to an invalid sentinel value. This ensures that comparing any other
Serial (including another invalid serial) to the invalid serial will
return not-equals.
BUG=angleproject:1155
Change-Id: I7d913bf08d0bedf6155eae0661b2a5fa94565cc9
Reviewed-on: https://chromium-review.googlesource.com/648730
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
eb335950
|
2017-09-09T23:32:49
|
|
D3D11: Only update swizzles after a state change.
Triggers the swizzle update whenever a new texture is bound, or when
a subImage call triggers a swizzle cache update.
BUG=angleproject:1387
Change-Id: Ia2a82126a621d8a643f715ea7e4a9c35b97e0a18
Reviewed-on: https://chromium-review.googlesource.com/648729
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
af4ffe0a
|
2017-09-09T23:32:48
|
|
D3D11: Implement dirty bits for texture updates.
BUG=angleproject:1387
Change-Id: I5f759c3dc60b53a5d4f8a1dd1f4a1d3d5330bfda
Reviewed-on: https://chromium-review.googlesource.com/648487
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
92515f44
|
2017-09-09T23:32:48
|
|
Move swizzling and program update to StateManager11.
This makes it in a centralized location where it can work with dirty
bits.
BUG=angleproject:1387
Change-Id: I3bfeb53c265d1679f6b8556941c1d9d77747aa24
Reviewed-on: https://chromium-review.googlesource.com/648486
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
39967e4e
|
2017-09-09T23:32:47
|
|
GL: Use dirty bits for texture and sampler bindings.
In StateManagerGL, use the texture, sampler and program binding dirty
bits to set a dirty bool that is checked once per draw call.
This completes the GL back-end texture dirty bits.
BUG=angleproject:1387
Change-Id: I619a89bf98ded5e55353f6ca44e814605f7ce492
Reviewed-on: https://chromium-review.googlesource.com/648055
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
06ef36b9
|
2017-09-09T23:32:46
|
|
Add top-level state sync for Samplers.
This also reformats the Sampler class to use a shared state struct
with the implementation. It removes the call to sync the sampler
state from the StateManagerGL::setGenericShaderState method, since
it should all be handled at the front-end now.
Also rename 'syncImplState' to 'syncState' methods.
BUG=angleproject:1387
Change-Id: I5f0219b719aee99aaaa486ec188b2af0c9128e6a
Reviewed-on: https://chromium-review.googlesource.com/648054
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
81c2e253
|
2017-09-09T23:32:46
|
|
Add top-level dirty bits for texture and samplers.
These will have to be fleshed out in the back-ends.
Also currently uses a single bit for all the bindings, and we can
extend this to more fine-grained updates in the future.
This patch implements top-level updates for texture completeness.
Sampler completeness caches are removed from the Texture class, and
replaced by a cache in the gl::State class. The State class also
keeps a channel binding to the bound textures so it can be notified
when textures might change from complete <-> incomplete.
In future CLs we skip updating back-ends if texture state doesn't
change.
BUG=angleproject:1387
Change-Id: If580b4851303c86f3240e62891f5f6047eefb6a2
Reviewed-on: https://chromium-review.googlesource.com/648053
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ef97c613
|
2017-09-09T23:34:18
|
|
Roll GYP for VS2017 project support.
Also includes a ToLower string helper for a VS2017 warning fix.
https://chromium.googlesource.com/external/gyp.git/+log/aae1e3efb50786df2..c6f471687407bf28d
BUG=angleproject:1569
Change-Id: Iaf8a091a24d937db3adb242f05c8a5c9d2b03b0f
Reviewed-on: https://chromium-review.googlesource.com/659219
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1aa66bc7
|
2017-09-06T14:53:23
|
|
Add ANGLE_multiview sample
The patch adds a sample which makes use of the ANGLE_multiview
extension to draw the same scene to two views each having its
own camera matrix.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I4b765a189047bf219a05e98b032ad95efbb36905
Reviewed-on: https://chromium-review.googlesource.com/655166
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6f0c17c7
|
2017-09-08T13:05:06
|
|
Update docs to mention Win 10 SDK is required.
Uncovered this after reports to the Google group.
Also fix a minor documentation issue with Windows store.
BUG=angleproject:1944
BUG=angleproject:1255
Change-Id: Ib4fc784a818cf65e280630db483987cc01366994
Reviewed-on: https://chromium-review.googlesource.com/657881
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ec3a9cbb
|
2017-09-07T12:18:01
|
|
Only support GL_OVR_multiview extension variant
The WebGL spec proposal was changed so that only GL_OVR_multiview
extension name is supported, instead of having two variants
OVR_multiview and OVR_multiview2. We're only supporting the WebGL
version of the shader extension, so we drop compiler support for
GL_OVR_multiview2. Shader restrictions were also removed from the
WebGL spec, so no special validation for how ViewID_OVR gets used is
needed.
Tests that were testing for the shader restrictions are either removed
or changed from negative tests to positive tests.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: I83f92b879376d41b727b5aca419fd75fb6f53477
Reviewed-on: https://chromium-review.googlesource.com/654608
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
15c3406a
|
2017-09-07T17:10:09
|
|
Restructure InstanceID initialization to fix HLSL warning
This patch casts gl_InstanceID to uint before doing division by the
number of views to circumvent the HLSL compiler's warning on performance
degradation.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I326530ee112f34f82becdec5239edd5054c4104f
Reviewed-on: https://chromium-review.googlesource.com/655298
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
95644f92
|
2017-09-07T20:58:49
|
|
Make ScopedIgnorePlatformMessages work
Maybe not the most elegant way, but I'd like to get the bot green.
BUG=angleproject:2122
Change-Id: Ib8f92034a8f42a42efd18c94a3623948490b7911
Reviewed-on: https://chromium-review.googlesource.com/656717
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
1de29aba
|
2017-09-07T18:07:23
|
|
Skip MultiviewRenderTest.FlatInterpolation on Win Intel D3D11
MultiviewRenderTest.FlatInterpolation/ES3_D3D11_force_geom_shader_layered
MultiviewRenderTest.FlatInterpolation/ES3_D3D11_force_geom_shader_side_by_side
fail on Win10 Intel HD 630.
BUG=angleproject:2062
Change-Id: I1a0c19b89f0813efe7eef5c64dc510ad750916f9
Reviewed-on: https://chromium-review.googlesource.com/656047
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
fe8b5989
|
2017-09-07T17:00:18
|
|
Program: Fixed unreferenced Samplers.
The calculation for unreferenced was incorrect - it checked the 'used'
flag of the uniform location, but if samplers started at index zero,
all the unused uniforms were to be considered valid samplers. Instead,
initialize the uniform index to INVALID_INDEX.
This bug was uncovered after doing work on the Texture dirty bits.
BUG=angleproject:1387
Change-Id: I5e404e367caed38368bcc0e581699ae2c911bcc9
Reviewed-on: https://chromium-review.googlesource.com/655930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e98e16ea
|
2017-08-25T14:55:20
|
|
Update gpu_test_expectations and use angle_gpu_info_util
This is to have the new "OS" for MacOS Sierra. Several types were
introduced in angle_config.h to minimize the angle-mods.patch to make
it easier to update in the future.
BUG=angleproject:2137
Change-Id: I7a98c5cb48d424f83eb39763eba0e51852a9b98f
Reviewed-on: https://chromium-review.googlesource.com/636202
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
218ffc49
|
2017-09-07T11:32:59
|
|
SwapChain11: Create SRV copy texture lazily.
We would allocate this texture for devices that don't need it. Instead
do this lazily. This was showing up in the profiles for the MotionMark
benchmark, possibly due to re-creating the surface.
BUG=angleproject:1155
Change-Id: I28b5eda29e21899fc8afef054e1b8063e3cc2e00
Reviewed-on: https://chromium-review.googlesource.com/655479
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3667dbd6
|
2017-09-07T12:48:42
|
|
D3D11: Cache multisample resolve texture.
This was showing up in profiles of the MotionMark benchmark, possibly
due to re-creating the canvas many times.
BUG=angleproject:1155
Change-Id: Id857b89770b846881fb381f7c3ab70c07b924271
Reviewed-on: https://chromium-review.googlesource.com/655478
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3ed60424
|
2017-09-07T11:32:52
|
|
Test using the same texture with multiple samplers.
This covers a regression introduced with texture dirty bits.
BUG=angleproject:1387
Change-Id: Ic8112718c185298ef54ec5a6f6ed2cd519e010d6
Reviewed-on: https://chromium-review.googlesource.com/653586
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
fca78130
|
2017-09-06T13:51:39
|
|
Extend multiview perf tests to cover all extension code paths
The ANGLE_multiview extension can be supported with three possible code
paths - through view being selected in the vertex shader on D3D and
OpenGL, and through the view being selected in the geometry shader on
D3D only. This patch extends the multi-view performance tests to
benchmark these three different code paths.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I443e4db64a95eede1142718a43a095ee5a03738c
Reviewed-on: https://chromium-review.googlesource.com/652466
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a0d38875
|
2017-09-06T15:32:03
|
|
Don't create SRVs for multisampled depth stencil textures in FL10.0.
Renderer11::createRenderTarget already fixed this issue but it also is
exposed in SwapChain11::resetOffscreenDepthBuffer now that multisampled
surfaces are supported in ANGLE.
BUG=angleproject:2136
Change-Id: I978666ebc1bb3db14ddf69954d7eb750391bf7a8
Reviewed-on: https://chromium-review.googlesource.com/653779
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7cadfcc7
|
2017-09-07T16:38:57
|
|
Change ANGLE_multiview's enum values
The enums introduced by the ANGLE_multiview extension are changed
to use the values reserved specifically for ANGLE.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ib668f2e0e9022442a432b1a04050aeb2ff82a3d1
Reviewed-on: https://chromium-review.googlesource.com/654864
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Martin Radev <mradev@nvidia.com>
|
|
61e710b6
|
2017-09-05T11:59:52
|
|
GL: Optimize multi-view layered Clear* commands
Until this patch multi-view layered framebuffers used to be cleared by
attaching a single layer of each attachment to a framebuffer and calling
the Clear* command for that internal framebuffer.
According to the GL 4.1+ specifications, Clear* commands clear all of
the layers of an attached 2D texture array. If all of the layers are
active for a multi-view layered framebuffer, then we can directly call
the corresponding Clear* command instead of iterating over each layer
and clearing it.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ie4dfd9fff47715b502f358272bfc47c0373c4e91
Reviewed-on: https://chromium-review.googlesource.com/649209
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
c1d4e550
|
2017-08-21T12:01:10
|
|
D3D11: Select view in vertex shader
View selection can happen in the vertex shader through the optional
feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee
Reviewed-on: https://chromium-review.googlesource.com/628419
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
630d558f
|
2017-09-06T12:45:38
|
|
TextureRectangleTest: Fix RAII ignore lifetime
BUG=angleproject:2122
Change-Id: Ia51c139197e1b90e54505278d301ae8ac7dab53d
Reviewed-on: https://chromium-review.googlesource.com/653240
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
cecab592
|
2017-09-06T11:13:39
|
|
Don't use native D3D11.1 formats unless they support enough samples.
The MSDN documentation states that BGRA4, RGB5A1 and RGB565 should all
support 4 samples with DXGI 1.2 and D3D11.1 but some drivers appear to
not have full support. Fall back to RGBA8 render targets when the
driver cannot support at least 4 samples for ES3 feature levels.
BUG=761489
Change-Id: I6bcd417700f1188945e8032ca6a64c4fbb2bc8a8
Reviewed-on: https://chromium-review.googlesource.com/652828
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
8cf8f7b0
|
2017-09-06T10:00:14
|
|
Remove linux_angle_chromeos_rel_ng from default bots.
This trybot was broken during the removal of the Linux ChromiumOS
Builder from chromium.gpu.fyi and is blocking all ANGLE CQ jobs.
BUG=762377
TBR=dpranke@chromium.org, jmadill@chromium.org
NOTRY=true
Change-Id: Ibc3ccf3af842ee8b040014732d179573f286afad
Reviewed-on: https://chromium-review.googlesource.com/653244
Commit-Queue: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
74a0000f
|
2017-07-11T11:27:09
|
|
Request a D3D11.1 device and D3D11.3 context
The patch extends Renderer11 so that a D3D11.1 device and
D3D11.3 context can be created. This is necessary for using
the D3D11.3 feature called
VPAndRTArrayIndexFromAnyShaderFeedingRasterizer.
BUG=angleproject:2062
BUG=angleproject:2145
TEST=angle_end2end_tests
Change-Id: I84c761b2897d7d911686f5b6d79cb93e233015a0
Reviewed-on: https://chromium-review.googlesource.com/591448
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1a1ae0f8
|
2017-09-05T15:11:06
|
|
SystemInfo: Find primary with EnumDisplayDevices
Without DXGI, EnumDisplayDevices is the only way to get the
primary device. Previously the code would work on most configs
with a combination of AMD, Intel and NVIDIA GPUs but would fail
on more esoteric system. Like our try bots that have Matrox GPUs.
BUG=angleproject:1874
BUG=angleproject:2137
Change-Id: Ie2dfbb559001ccad2fd5b8a8fd6436e0fba9d003
Reviewed-on: https://chromium-review.googlesource.com/651629
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
ad6e2b6a
|
2017-09-03T16:28:29
|
|
D3D11: Fix memory allocation in markLevelDirty.
This would drastically slow down some framebuffer updates.
BUG=angleproject:1155
Change-Id: Ibff428c49bd5127a101bce46cc1df355f4542ccf
Reviewed-on: https://chromium-review.googlesource.com/649986
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
7d1f5c60
|
2017-09-02T15:32:15
|
|
Sync dirty objects before Context dirty bits.
This allows the dirty objects to notify the context if something
needs to be communicated down to the ContextImpl. In this case it
means a dirty Texture can notify the Context that it needs to re-apply
texture bindings.
BUG=angleproject:1387
Change-Id: I162115e51112d1c27c0dab621d1b3d14446af96d
Reviewed-on: https://chromium-review.googlesource.com/648052
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8693bdb8
|
2017-09-02T15:32:14
|
|
Add a few missing dirty bit cases.
Discovered some of these while investigating Texture dirty bits.
BUG=angleproject:1387
Change-Id: I8b170462bfd283e4b0f9d47b7f7ddbaa7957914d
Reviewed-on: https://chromium-review.googlesource.com/648051
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7d738e26
|
2017-09-05T12:02:10
|
|
Disable platform message when expecting OOM
BUG=angleproject:2122
Change-Id: I99eed52b1f12004f0bab3f94bd3acddda8dafd69
Reviewed-on: https://chromium-review.googlesource.com/650526
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
8a7b3a0c
|
2017-08-25T16:05:48
|
|
Reland 'Remove IndexRange retrieving in validation'
This change adds GL_KHR_robust_buffer_access_behavior support.
The old change is in https://chromium-review.googlesource.com/c/angle/angle/+/607413
BUG=755897, angleproject:1393, angleproject:1463
Change-Id: I04a1132c3ae8d3a766194df61c4ff7bf0b084f03
Reviewed-on: https://chromium-review.googlesource.com/640750
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
72b4e1e5
|
2017-08-31T15:42:56
|
|
D3D11: Add support for multiview layered rendering
A branch is added in the geometry shader to select either the
viewport, or texture layer which is being rendered to based on the
value of a uniform in the driver constant buffer. Using this approach
there is no need for separate programs for side-by-side and layered
rendering.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I66701164ff02a851c13695d5409f8ad350534e69
Reviewed-on: https://chromium-review.googlesource.com/645547
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
b5c5fb1b
|
2017-09-02T15:17:46
|
|
Remove linux_chromium_chromeos_ozone_rel_ng from the CQ.
We're removing this bot as redundant now in Chromium.
Change-Id: I35f00bff4e62780609f869c447839aa48b74b46c
R: jmadill@chromium.org
Bug: crbug.com/743212
Reviewed-on: https://chromium-review.googlesource.com/648654
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
487653b1
|
2017-09-01T17:17:55
|
|
Don't divide in the validation of DrawElements
BUG=angleproject:1671
Change-Id: I58dd30d0aaffd1a776aa14a04011cbdd72181bf2
Reviewed-on: https://chromium-review.googlesource.com/648356
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6ab833ad
|
2017-09-01T16:37:53
|
|
Add more comparators to Optional.h.
BUG=angleproject:1387
Change-Id: If3fc67f99716b2e5e6a8b0ffd139a07a06cdcab8
Reviewed-on: https://chromium-review.googlesource.com/648050
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
134f93d1
|
2017-08-31T17:11:00
|
|
D3D: Small optimizations to uniform updates.
Uses more of the type info table for updates.
Also special-case clamping when uniform count == 1.
Improves the speed of the d3d11 uniform stress test by ~20%.
BUG=angleproject:1390
Change-Id: I6707c67db84c94a28b1519b0bbee5d28fe38b189
Reviewed-on: https://chromium-review.googlesource.com/646828
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
edd5981f
|
2017-08-07T14:36:41
|
|
TextureRectangleTest: allow OOM on max size test.
BUG=2122
Change-Id: I82bed7215142b62b321c9676972386b74a9efa92
Reviewed-on: https://chromium-review.googlesource.com/604211
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
fb2a871c
|
2017-09-01T10:07:36
|
|
Work around VC++ 2017 compiler bug
A code-gen bug was found in 15.3.2 (VC++ 2017 Update 3.2) that causes
test failures due to one loop being skipped. Attempts to disable
optimizations for just the affected function failed so optimizations
must be disabled at the end of the source file, which seems to cause all
template functions and compiler generated functions to have
optimizations disabled. A VS bug has been filed and cross-linked.
BUG=759402
Change-Id: Ida765a47234a63bad48e6a4e910f3b82919d6be9
Reviewed-on: https://chromium-review.googlesource.com/647313
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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f00f7ffe
|
2017-08-31T14:39:15
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|
Add a Uniform type info table.
Currently most uniform type info is determined by switching on the
uniform type. Some values are computed from other values, which can
result in three or more switch statements plus some multiplies or
other math. This patch attempts to improve the speed by pre computing
necessary values into constant static tables.
Improves performance by about 7% in a uniform stress test.
BUG=angleproject:1390
Change-Id: I29bef259a17f6d6536171ade4950e2d712bfd39c
Reviewed-on: https://chromium-review.googlesource.com/643791
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bb6e6643
|
2017-08-21T10:57:15
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|
Implement EGL_surfaceless_context for Android/ChromeOS and optimize eglMakeCurrent
BUG=angleproject:1651
Change-Id: I13c1a669d83098e22c0d7fb003d13beacc20c4ae
Reviewed-on: https://chromium-review.googlesource.com/623947
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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bb2bbfbb
|
2017-08-24T15:43:33
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|
Refactor GLSL array length method parsing
This prepares for accepting arbitrary expressions as the "this" node
of the array length method.
BUG=angleproject:2142
TEST=angle_unittests
Change-Id: I728adb6e76d2779dedbabfaeec7d096872e0d00d
Reviewed-on: https://chromium-review.googlesource.com/633945
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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561ed3ae
|
2017-08-31T16:48:09
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|
D3D: Keep a single dirty bit for uniforms.
This simplifies uniform management in D3D11. It will also facilitate
further optimizations.
Improves performance in a uniforms stress test by ~13% on a test
machine. (UniformsBenchmark.Run/d3d11_null_400_vec4)
BUG=angleproject:1390
Change-Id: Iba2c15d420396aa8fb4e8c451cba2b4dde7b4b77
Reviewed-on: https://chromium-review.googlesource.com/623930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
851edac7
|
2017-08-31T14:41:47
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|
GLES3: Use more compact entry point style.
This migrates to the new generation style used in GLES2.
BUG=angleproject:1309
Change-Id: I43e9d33a0d7c5b1786452895855ff2bfbf82f139
Reviewed-on: https://chromium-review.googlesource.com/638311
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
fa08cae7
|
2017-08-31T14:39:13
|
|
Make perf_test_runner Python 2.7 and 3 compatible.
BUG=None
Change-Id: I915c99f21dc879a8e63955cd6a3dd892d05bbf5f
Reviewed-on: https://chromium-review.googlesource.com/646590
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
be5e2ec3
|
2017-08-31T13:28:28
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|
Remove uniform memory copy from GL front-end.
This moves the uniform query to the back-end. In D3D, this requires
a bit more redesign, especially for matrix uniforms.
Gives about a 10% speed improvement in the GL/NULL uniforms stress
test on Windows (UniformsBenchmark.Run/gl_null_400_vec4).
BUG=angleproject:1390
Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94
Reviewed-on: https://chromium-review.googlesource.com/623929
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
6ee26d7a
|
2017-08-31T14:23:20
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|
Fix linking of non-existent XFB varyings with gl_ prefix
Non-existent XFB varyings with the gl_ prefix used to pass linking on
the D3D11 backend. On a debug build they would cause an assert. Fix
these issues.
BUG=angleproject:2141
TEST=angle_end2end_tests
Change-Id: Iecc3d03823d02700d6b28c44d77df7a2f9e70a5b
Reviewed-on: https://chromium-review.googlesource.com/645747
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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c634a637
|
2017-05-18T14:09:49
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|
Remove webgl_ prefix from emulated function names
The prefix is unnecessary now that user-defined names are prefixed in
both GLSL and HLSL output. Removing the prefix makes compiler output
a bit simpler to read.
BUG=angleproject:2038
TEST=angle_unittests
Change-Id: I9ffc508f50d6146a2d85798875c88e2c385b83fe
Reviewed-on: https://chromium-review.googlesource.com/508730
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
af11b53a
|
2017-08-30T15:51:36
|
|
FramebufferNULL::readPixels: write pixels for tests
BUG=602737
Change-Id: I8c24985358dcd297cb437c501b7a3944e36d98de
Reviewed-on: https://chromium-review.googlesource.com/644210
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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e49058e7
|
2017-08-31T15:43:43
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|
D3D11: Enable multiview performance tests
The patch adds D3D11 as a testable platform to the multiview performance
tests.
BUG=angleproject:2062
TEST=angle_perftests
Change-Id: I2266073860fd53f546ce9a414bc343b582c77f70
Reviewed-on: https://chromium-review.googlesource.com/645849
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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855d964b
|
2017-05-17T14:05:06
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|
Prefix user-defined names in GLSL output
Now user-defined names are prefixed by _u in GLSL output in case name
hashing is not on. Internal names such as names of temporary variables
created in AST transformations are written out as such.
This makes handling of internal function names and internal variable
names consistent. It also removes the possibility of name conflicts
between user-defined names and internal names in case name hashing is
not on. In the same vein, it makes it safe to use GLSL reserved words
that are not reserved in ESSL as variable names in case name hashing
is not on.
This also makes the GLSL output more consistent with how names are
handled in HLSL output. Name hashing code is shared between
VariableInfo and OutputGLSLBase to ensure names are handled
consistently in both. The name that's used in the shader source for a
given interface variable is written out to ShaderVariable::mappedName.
An exception needs to be made for identifiers close to the length
limit, since adding any prefix would take them over the limit. But
they can be just written out as such, since we don't have any builtins
or ANGLE internal variables that have as long names and could create a
conflict.
BUG=angleproject:2139
BUG=angleproject:2038
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38
Reviewed-on: https://chromium-review.googlesource.com/507647
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ced5c86c
|
2017-08-17T16:05:29
|
|
D3D11: Handle multi-view Draw* calls
Because the ANGLE_multiview extension uses instancing to multiply
geometry for each view, Draw* calls with an active multiview program
have to be handled in the follwing way:
1) Convert non-instanced Draw calls to their instanced versions.
2) Multiply the number of instances in an instanced Draw call by the
number of views.
The patch also applies the viewport offsets to the viewport and scissor
rectangle and propagates the computed viewports and scissors to the
D3D11 runtime.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I8b4295c95c2cc0c1046c67e1fb1a782a46703292
Reviewed-on: https://chromium-review.googlesource.com/618331
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
0abb7a2a
|
2017-08-28T15:34:45
|
|
Update multiview state on program executable change
Relinking the active program can change its number of views and the
state has to be correspondingly adjusted.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I20102a428d7566a8cec5d81eeaa55980665812f4
Reviewed-on: https://chromium-review.googlesource.com/637994
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
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d28758de
|
2017-08-30T15:32:48
|
|
D3D11: Re-enable updateVertexBuffer dirty bits.
In some cases, when the app would call glBufferSubData to do a small
data update in an existing vertex buffer, the sync code would not
flush out the data to the native D3D11 buffer from the temporary
staging buffer.
Fix this problem by notifying the VertexArray11 class when buffer
data is updated. Note that in the future we can improve this by
using a different update notification for when the buffer data changes
and when the underlying storage changes. For now take a very broad
approach.
BUG=angleproject:1156
Change-Id: I2e0fabc97c1f1d5a14d609247e61c602e9a5a85f
Reviewed-on: https://chromium-review.googlesource.com/644208
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
57ae8c16
|
2017-08-30T12:14:29
|
|
GLES3: Auto-generate entry points source.
Lots of incidental fixes to formatting and naming.
Adds specific default return type overloads for ClientWaitSync and
GetUniformBlockIndex.
BUG=angleproject:1309
Change-Id: Id67cbc0b19fc2cb94c859ab8390f1ff36b1bbd25
Reviewed-on: https://chromium-review.googlesource.com/637203
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e8ef2bc4
|
2017-08-29T13:38:57
|
|
Add compile error on using inputs with interpolation qualifier as l-value
This patch intends to fix a compile error in ANGLE GLSL compiler when
parsing an expression with inputs which has interpolation qualifiers
('flat', 'smooth' and 'centroid').
The compiler should report a compile error when a shader input with
interpolation qualifier is used as a l-value.
BUG=angleproject:2140
TEST=angle_unittests
Change-Id: I7c059d53bf001ac31d34519a98e5289797833ce7
Reviewed-on: https://chromium-review.googlesource.com/640075
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7c2e6a96
|
2017-08-28T11:13:16
|
|
Do not forward multi-view fields to backend on detach
The patch fixes an unexposed bug in FramebufferGL which would pass
an incorrect multi-view state to StateManagerGL on texture detachment.
The bug is not exposed because upon a subsequent syncing step the
correct state is queried and restored from the framebuffer state.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ie0e783c53e87497b3673ef87ab9c53c3c04054a7
Reviewed-on: https://chromium-review.googlesource.com/636369
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1ba9b85a
|
2017-08-29T14:08:41
|
|
HLSL: Declare gl_ViewID_OVR as fragment input if extension is enabled
Previously a pixel shader would have gl_ViewID_OVR as input only if it
were used in it. However, in a case with a user-specified varying and no
usage of gl_ViewID_OVR in the pixel shader, a link-time error would
occur whenever the geometry and pixel shaders were to be linked as the
order of parameters in the signatures would not match.
The patch addresses this by always having gl_ViewID_OVR declared as
pixel shader input if the OVR_multiview(2) shader extension is enabled.
The patch does not provide any tests because draw commands are not yet
supported at this stage.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ia154fd53cbf3847cfaf0504e4ec44632b9cd5327
Reviewed-on: https://chromium-review.googlesource.com/641151
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
77d4d4da
|
2017-08-29T17:31:32
|
|
D3D11: Temporarily disable vertex array dirty bits.
In some cases we could end up with bufferSubData updates being left
in staging buffers during a draw call. Currently we rely on
InputLayoutCache::applyVertexBuffers to flush all pending buffer
updates, but this could be done in VertexArray11::syncState, or
even in the draw call sync state.
BUG=angleproject:1156
BUG=chromium:759403
Change-Id: I7019425f874414bf5857b825ddae7e022750c759
Reviewed-on: https://chromium-review.googlesource.com/642057
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ed5b46f1
|
2017-07-21T08:39:17
|
|
Add additional ES2 and WebGL 1.0 Validation
Adds validation for various cases.
Adds corresponding unit tests.
Change-Id: I9451d286bcf2d6fa32de495e5d0bdec1eb5c955d
Reviewed-on: https://chromium-review.googlesource.com/633157
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2e29b13d
|
2017-08-28T17:22:11
|
|
Fix some default return values in auto-gen.
We don't generally test for the default return values of function
calls that have validation errors, but the auto-gen script might
not have been returning things correctly. For GLint values, default to
returning -1 instead of zero.
BUG=angleproject:1309
Change-Id: I736b5a7ef9b50ca1509087fe933c4a4e526531d8
Reviewed-on: https://chromium-review.googlesource.com/636522
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b79b3f96
|
2017-07-21T14:23:21
|
|
Assign symbol ids in RemoveDynamicIndexing
Assign consistent symbol ids to out base, index and value nodes that
get created in RemoveDynamicIndexing. Some utility functions in
RemoveDynamicIndexing have also now become unnecessary now that there
are better generic helpers and node constructors.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: I98891e448b85d51518dbf3156ec93f9661def57e
Reviewed-on: https://chromium-review.googlesource.com/580954
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
3db4072a
|
2017-08-28T17:59:13
|
|
Skip end2end test case due to failure on D3D Intel GPU
Test case FramebufferTest_ES31.RenderingLimitToDefaultFBOSizeWithNoAttchments
failed on Intel gpu on D3D.
BUG=angleproject:1594
Change-Id: Icda5179513b697b41aeb39bffad23fdb1977b55f
Reviewed-on: https://chromium-review.googlesource.com/637750
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
14b2126e
|
2017-08-25T13:54:37
|
|
Relax multi-view end-point validation on detach
Passing invalid arguments to the multi-view end-points should not
generate an error if a texture is being detached from the framebuffer.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I22e1ed13b64db046724031d0189612d5e111dcac
Reviewed-on: https://chromium-review.googlesource.com/635166
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
39e78122
|
2017-08-29T14:34:22
|
|
Fix assert when linking nonexistent transform feedback varying
linkValidateTransformFeedback needs to be run after packing varyings,
since it relies on nonexistent varyings being already handled.
BUG=angleproject:2141
TEST=angle_end2end_tests on debug
Change-Id: I6178348f05a19070a2d17caf90f732df9eb06b9d
Reviewed-on: https://chromium-review.googlesource.com/641152
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
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>
|
|
ff161f83
|
2017-08-26T23:49:10
|
|
Fix EP generation event output format for uint.
This should be %u not %d.
BUG=angleproject:1309
Change-Id: I1fe1b8df9ea4f9123fc05e9ff58afa1f7723692c
Reviewed-on: https://chromium-review.googlesource.com/636521
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a42a4e5e
|
2017-08-28T14:02:12
|
|
D3D11: Copy external offscreen texture when required.
In some cases ANGLE gets an external back buffer texture for our
SwapChain11 class, and in some of these cases we get an offscreen
texture that can't be used as a shader resource. The becomes a problem
for some copy operations that use a shader to convert texture formats.
Work around this problem by making a shadow copy of the texture that
has sampling enabled - it is possible to use CopyResource to copy
between them.
BUG=chromium:752917
Change-Id: Ib757949d3d06295a118b055bf37311f820f7149c
Reviewed-on: https://chromium-review.googlesource.com/638551
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
16daadba
|
2017-08-26T23:34:31
|
|
GLES3: Auto-generate entry point header.
BUG=angleproject:1309
Change-Id: I40e3580c99df44338dfd1d06677e80fd0c57853e
Reviewed-on: https://chromium-review.googlesource.com/636520
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9696d073
|
2017-08-26T23:19:57
|
|
Clean up the ES3 entry points for auto-generation.
Removes some unnecessary includes, and moves some validatoinfunctions
to the ES3-only file.
BUG=angleproject:1309
Change-Id: I3b274014c48f6f39b5e67223987c91fbc5b4d390
Reviewed-on: https://chromium-review.googlesource.com/636519
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
70b5bb00
|
2017-08-28T13:32:37
|
|
Rename gl::FenceSync to gl::Sync.
The spec refers to Sync objects, FenceSyncs being a subtype. The
motivation for this fix is to clear up the FenceSync_ entry point for
auto-generation.
BUG=angleproject:1309
Change-Id: I94c440476d701628575e7a3eea68b6dd110f41c3
Reviewed-on: https://chromium-review.googlesource.com/636516
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3ef140a9
|
2017-08-26T23:11:21
|
|
Finish refactoring the rest of the ES3 entry points.
BUG=angleproject:747
Change-Id: I3da02120bfff5f33f15a5a9dd45ec99fd654425f
Reviewed-on: https://chromium-review.googlesource.com/636518
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7f0c5a4b
|
2017-08-26T22:43:26
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|
Refactor sync EPs (plus one extra).
More entry point validation refactor for auto-gen.
BUG=angleproject:747
Change-Id: I9462a28838df3f265e1401f66c838cc5a73d511f
Reviewed-on: https://chromium-review.googlesource.com/636517
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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7e1197e0
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2017-08-24T15:48:38
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Fix crash when indexing unsupported interface blocks by variable
This patch intends to fix a compiler crash when indexing an
unsupported interface blocks. We should not use UNREACHABLE() here
because the compiler will continue parsing when this kind of error
is generated. Instead, we use an ASSERT to ensure the compile error
must have been reported before when the parsing reaches here.
BUG=chromium:758159
Change-Id: I4bc63316d156d51f721123fe963106d1e81d8d32
Reviewed-on: https://chromium-review.googlesource.com/631797
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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97577623
|
2017-08-28T11:31:06
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|
Fix assertion failure in CollectVariables.cpp
The built-in gl_Layer can occur in the AST in cases in which either
GL_OVR_multiview or GL_OVR_multiview2 is enabled.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I7409b2712c715c3898c33300b7e5689e347742f0
Reviewed-on: https://chromium-review.googlesource.com/636367
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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18b75bad
|
2017-08-15T15:50:40
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D3D11: Handle Clear* commands for layered framebuffers
According to the ANGLE_multiview spec, Clear* commands only affect
the range of attached layers to the multi-view layered framebuffer.
The patch extends ImageIndex so that the range of attached layers is
tracked and a render target view can be created with that range of
texture array slices attached.
The special case of scissored clears for depth and stencil attachments
is handled by instancing the same number of quads as there are views and
selecting the layer within a geometry shader.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ibea248b980513f83d918652030a72c62c7ecd88b
Reviewed-on: https://chromium-review.googlesource.com/632256
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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12e957f8
|
2017-08-26T21:42:26
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Refactor uniform block and other query EPs.
Also some minor fixes to validation and error messages.
BUG=angleproject:747
Change-Id: I4f97a45c2d39a8deec2255620e5cc2bcb8cad7b9
Reviewed-on: https://chromium-review.googlesource.com/637126
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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f0dcb8b5
|
2017-08-26T19:05:13
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|
Refactor transform feedback EPs.
BUG=angleproject:747
Change-Id: I4891966cd7b3d478980202e795742e15dd1dcb01
Reviewed-on: https://chromium-review.googlesource.com/637125
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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d7576737
|
2017-08-26T18:49:50
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|
Refactor VAO entry points.
This also touches the extension EPs for ES2.
BUG=angleproject:747
Change-Id: Iaa04d97465e518f6b0496e64bc7a737914709b8f
Reviewed-on: https://chromium-review.googlesource.com/637124
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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c8c95817
|
2017-08-26T18:40:09
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|
Refactor uniform matrix entry points.
This should also slightly speed up some of the validation.
BUG=angleproject:747
BUG=angleproject:1390
Change-Id: I60735e2773788aef3f535bf7d3d8cd27bc4df5b1
Reviewed-on: https://chromium-review.googlesource.com/637123
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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f0e0449e
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2017-08-26T15:28:42
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|
Format ES3 query entry points.
Also refactor some query extension entry points.
BUG=angleproject:747
Change-Id: I5a8a3b2616a3872b5645a655641ec9c12739f804
Reviewed-on: https://chromium-review.googlesource.com/636062
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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ff325f1b
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2017-08-26T15:06:05
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|
Refactor ES3 uniform entry points.
This should improve validation speed slightly because it allows us to
move the ES3-only check into the ES3-only code, and make it a bit
simpler.
BUG=angleproject:747
BUG=angleproject:1390
Change-Id: I41f9ffef1c6a552fde924e62e481831f07b1503a
Reviewed-on: https://chromium-review.googlesource.com/636061
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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ef661517
|
2017-08-26T11:13:04
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Add ANGLE dEQP trybots to default set of tryservers.
These trybots -- for Win, Linux, and Android -- are all working now
per https://chromium-review.googlesource.com/636294 . Make them run
for all ANGLE CLs so that the dEQP tests can be removed from the
others. This will allow the dEQP bots' compiler configuration to
ultimately diverge from the other bots'.
BUG=727437
TBR=geofflang@chromium.org
Change-Id: I90ffcd358dfa888b77ecf718727d809c486170c7
Reviewed-on: https://chromium-review.googlesource.com/636759
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
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511937d9
|
2017-08-03T15:41:29
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ES3.1: Implement framebuffer default parameters for d3d part.
Set framebuffer default params with glFramebufferParameteri and
glGetFramebufferParameteriv, keep framebuffer default parameters
in cache for query.
The es 3.1 spec section 9.2 states that, "If there are no attachments
, rendering will be limited to a rectangle having a lower left of
(0, 0) and an upper right of (width, height), where width and height
are the framebuffer object's default width and height."
If the Framebuffer has no color attachment and the default width or
height is smaller than the current viewport, use the smaller of the
two sizes.
BUG=angleproject:1594
TEST=dEQP-GLES31.functional.state_query.framebuffer_default.framebuffer_default*
TEST=dEQP-GLES31.functional.fbo.completeness.no_attachments
TEST=dEQP-GLES31.functional.fbo.no_attachments.*
TEST=angle_end2end_tests --gtest_filter=FramebufferTest_ES31.*
Change-Id: I8041fd655161390acf115efa08ce0f04b10810a0
Reviewed-on: https://chromium-review.googlesource.com/609414
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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d27f5c8d
|
2017-08-23T09:38:08
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|
ES31: Implement GL_OES_geometry_shader built-ins in GLSL compiler
This patch intends to implement all built-in constants, variables and
functions defined in OpenGL ES 3.1 extension GL_OES_geometry_shader
in ANGLE GLSL compiler.
1. Add all built-in constants defined in GL_OES_geometry_shader.
2. Add built-in functions EmitVertex() and EndPrimitive() required
in Geometry Shader.
3. Add built-in variables gl_PrimitiveIDIn and gl_InvocationID to
Geometry Shader.
4. Add built-in variables gl_PrimitiveID and gl_Layer to both
Geometry Shader and Fragment Shader when GL_OES_geometry_shader
is enabled.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: I92821553ed0efee2ccb77fead6e065e7799819d0
Reviewed-on: https://chromium-review.googlesource.com/627670
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3c25ad07
|
2017-08-22T17:36:53
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|
Enable all multiview rendering tests for layered framebuffers
The patch restructures the tests in MultiviewDrawTests.cpp, so that
all rendering tests can be instantiated for side-by-side and layered
framebuffers.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I2c32fd3bd57b6afd1eb8d6cedb2d1b88b9fd6525
Reviewed-on: https://chromium-review.googlesource.com/627918
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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335d67b8
|
2017-08-24T14:57:44
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|
Fixes to the Uniforms Perf benchmark.
Fix the REPEAT test, and add a D3D11 and OpenGL null test.
BUG=angleproject:1390
Change-Id: I491cbc9f9201ef85aeb9f70138a276078220b26d
Reviewed-on: https://chromium-review.googlesource.com/623928
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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2c1183bb
|
2017-08-24T10:36:01
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|
Fix compile on non C++14 configs.
The WrappedArray move constructor was not contexpr under c++11
rules. New code was introduced when fixing D3D11 runtime warnings.
BUG=angleproject:2025
Change-Id: Ie322d9fa3db36f320b7a9ef5048a23c31c153ad1
Reviewed-on: https://chromium-review.googlesource.com/633911
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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41013bdd
|
2017-08-24T14:07:33
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|
Perf script runner Python 3 compatibility.
No code changes in ANGLE, just a perf test runner fix.
BUG=angleproject:1155
Change-Id: If49c58da26f9224e09f292689b2d74f7e129a844
Reviewed-on: https://chromium-review.googlesource.com/633786
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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c1346fba
|
2017-08-24T16:11:26
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|
Revert "Remove IndexRange retrieving in validation"
This reverts commit 59d9da089580afac175ff5f1a932b987c9d194d6.
Reason for revert: <INSERT REASONING HERE>
Original change's description:
> Remove IndexRange retrieving in validation
>
> This change can improve the performance of drawElements which uses
> the path without translation.
> Paste a set of mean data (repeated 30) for reference on Intel skylake
> Win10 desktop.
> DrawElementsPerfBenchmark.Run/d3d11:
> before after
> mean: 13644.4666667 -> mean: 13887.8333333
> DrawElementsPerfBenchmark.Run/d3d11_index_buffer_changed:
> before after
> mean: 45.8 -> mean: 46.3666666667
>
> BUG=755897, angleproject:1393
>
> Change-Id: I11f5db25445346958dfef52b1d23df5483cda32f
> Reviewed-on: https://chromium-review.googlesource.com/607413
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
TBR=geofflang@chromium.org,jmadill@chromium.org,jiajia.qin@intel.com
Change-Id: I4b00af2c32af36aa978ac2fddcf7514134497cf3
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: 755897, angleproject:1393
Reviewed-on: https://chromium-review.googlesource.com/633296
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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e080387e
|
2017-08-23T15:30:23
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|
Refactor array element type checks
Remove checks that would never fail, and refactor the functions into
more self-contained checks. For example, it doesn't make sense to
check the qualifier from the part of the type that doesn't contain the
qualifier.
This prepares for adding the parsing of arrays of arrays.
BUG=angleproject:2125
TEST=angle_unittests
Change-Id: I1144bee35d2b04c7cb22e2bb7e17307298e35f8c
Reviewed-on: https://chromium-review.googlesource.com/629016
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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59d9da08
|
2017-08-09T16:59:17
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|
Remove IndexRange retrieving in validation
This change can improve the performance of drawElements which uses
the path without translation.
Paste a set of mean data (repeated 30) for reference on Intel skylake
Win10 desktop.
DrawElementsPerfBenchmark.Run/d3d11:
before after
mean: 13644.4666667 -> mean: 13887.8333333
DrawElementsPerfBenchmark.Run/d3d11_index_buffer_changed:
before after
mean: 45.8 -> mean: 46.3666666667
BUG=755897, angleproject:1393
Change-Id: I11f5db25445346958dfef52b1d23df5483cda32f
Reviewed-on: https://chromium-review.googlesource.com/607413
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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abf66fb3
|
2017-08-23T11:58:27
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D3D11: Use dirty bits for applyVertexBuffers.
If the vertex array has any dirty or dynamic attribs, we must do an
update. Similarly, if a prior state change has left the vertex
state invalidated, we do an update. For instance, a program change
means we need a new input layout. If there was no such invalidation
or dirtyness we can skip the call to InputLayoutCache.
This improves the performance of the draw call benchmark (with no
state changes) by about 50% on the D3D11 null driver. Increases the
frames per second count of the aquarium demo with the passthrough
command buffer by about 25% on a test machine.
BUG=angleproject:1156
Change-Id: I8381999029f5b1912030a3342e96285a58f95e82
Reviewed-on: https://chromium-review.googlesource.com/616784
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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e3d8628d
|
2017-08-22T11:50:01
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D3D11: Split input layout and VB application.
This will enable future optimizations that only update either the
applied vertex buffers or the input layout independenty. It also
makes debugging a bit easier since we can force an update of the
vertex buffer or input layout to diagnose potential state sync
bugs.
BUG=angleproject:1156
Change-Id: Ib375561528da539e136ff4fd02398b03c9caabb7
Reviewed-on: https://chromium-review.googlesource.com/627077
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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96f6adfa
|
2017-08-16T11:18:54
|
|
Add support for arrays of arrays in AST processing
Data concerning arrays of arrays is added in TType.
Parsing arrays of arrays and support for arrays of arrays in
TPublicType are still left to be implemented later.
ShaderVariable interface for arrays of arrays is also left to be
implemented later.
We rely on existing test coverage to make sure that arrays of arrays
are not accidentally exposed.
BUG=angleproject:2125
TEST=angle_unittests, angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: Ie17d5ac9b8d33958e9126dc0fb40bf1c81ddeec9
Reviewed-on: https://chromium-review.googlesource.com/616146
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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5e424fae
|
2017-08-09T16:25:36
|
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Handle Clear* commands for layered framebuffers
The patch adds support for clearing the layers of 2D array textures
attached to a multi-view framebuffer. According to the ANGLE_multiview
spec, the layers which are outside of the range
[baseViewIndex; baseViewIndex + numViews) should remain unmodified.
Because the native Clear* commands clear all of the layers, a workaround
is implemented which creates a FBO, attaches a single layer from all
multi-view attachments and clears the contents.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ibf711d02046233eed16bdd3f9c96fc38f82ed0a8
Reviewed-on: https://chromium-review.googlesource.com/615242
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|