|
da9fb093
|
2016-12-09T17:32:29
|
|
Work around atan(y, x) bug on NVIDIA
atan(y, x) is not always returning expected results on NVIDIA OpenGL
drivers between versions 367 and 375. Work around this by emulating
atan(y, x) using the regular atan(x) function. A fix to the driver is
expected in a future release.
It is most convenient to implement the vector atan(y, x) functions by
using the scalar atan(y, x) function. Support for simple dependencies
between emulated functions is added to BuiltInFunctionEmulator. In the
current implementation one function is allowed to have at most one
other function as its dependency.
BUG=chromium:672380
TEST=angle_end2end_tests
Change-Id: I9eba8b0b7979c7c7eaed353b264932e41830beb1
Reviewed-on: https://chromium-review.googlesource.com/419016
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f52fe93d
|
2016-12-07T13:39:15
|
|
Work around unary minus operator float issue on Intel Mac 10.11
Result of -float is wrong on Intel Mac 10.11 drivers. Replace -float
with 0.0 - float to work around this issue.
BUG=308366
BUG=672380
Change-Id: I53bc2eda7259fff5805bec39896fc7b7a6eaf665
Reviewed-on: https://chromium-review.googlesource.com/417169
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c339c4e5
|
2016-11-29T10:37:36
|
|
Split WebGL compatibility into two extensions.
The mechanism for requesting extensions is now a separate extension.
Added a way to query the extensions that support enabling.
BUG=angleproject:1523
Change-Id: I2efaa9f6d67b12ecae325f455404e34ba04d0e7c
Reviewed-on: https://chromium-review.googlesource.com/414529
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
1b896c62
|
2016-11-16T13:10:44
|
|
translator: remove code related to for-loop unrolling
For loop unrolling is not used and causes the translator fuzzer to find
a hang when unrolling tons of nested loops (duh).
Also remove MMap.h which was unused.
This is essentially a revert of https://codereview.appspot.com/4331048
BUG=chromium:665255
Change-Id: Id6940f7e306d4ed53bc992f751e9ffe733190f17
Reviewed-on: https://chromium-review.googlesource.com/412023
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
861ebb3b
|
2016-11-17T16:40:22
|
|
Use ShaderVars instead of ShaderLang in headers.
We only need the typed variable information in our header files.
The entry point and other enum info can be encapsulated better
in the cpp files that call through to the translator. The only
tricky one is the compile options, which we return from our
implementation - put the typedef for these in the ShaderVars
header to fix this.
This should partially work around the problem of shaderlang
for Vulkan and ANGLE's translator (also ShaderLang) using some
identifiers with the same names.
BUG=angleproject:1576
Change-Id: I43c530486498c210796b9e197a6780bf2f7b3afb
Reviewed-on: https://chromium-review.googlesource.com/412423
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
41f9f673
|
2016-11-16T17:04:36
|
|
Remove invariant qualifier for ESSL 3.0 on AMD driver
AMD driver in Linux requires invariant qualifier to match between
shaders even for GLSL >= 4.2. This conflicts with ESSL 3.0 which
disallows invariant qualifier in fragment shader. Remove invariant
qualifier in vertex shader to workaround AMD driver bug.
BUG=chromium:639760
TEST=webgl2_conformance
Change-Id: Id5adf7e7032105486df90a1f200471ea81ee5c36
Reviewed-on: https://chromium-review.googlesource.com/411917
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
|
|
ea586549
|
2016-11-10T17:33:43
|
|
Cleanup after translator component removal
- Unite translator with translator_lib
- Remove flags and defines for shared library exports
BUG=angleproject:1596
Change-Id: Icd145a4b79e2472766a2b56017bb0f36f244482e
Reviewed-on: https://chromium-review.googlesource.com/410261
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
89dd8f37
|
2016-11-09T12:59:30
|
|
Remove invariant declaration in vertex shader for translation from ESSL 3.00 to GLSL <= 4.1
This is a follow-up patch of
https://chromium-review.googlesource.com/408569. This CL removes
invariant declaration in ESSL 3.00 vertex shader, such like:
"
out vec4 foo;
invariant foo;
"
This CL also adds the workarounds in libANGLE.
BUG=chromium:639760
TEST=webgl2_conformance
Change-Id: I568ab51a9a2f5da10d1aff0b63aae8805097e081
Reviewed-on: https://chromium-review.googlesource.com/409157
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b7bf7426
|
2016-11-08T14:44:05
|
|
Don't ouput "invarant" and "centroid" in GLSL 4.1 or older.
BUG=chromium:639760,chromium:641129
TEST=webgl2_conformance
Change-Id: I5fe87246eaea78888529d7b45b79399e6065daa9
Reviewed-on: https://chromium-review.googlesource.com/408569
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
|
|
8bbbb820
|
2016-11-07T13:50:29
|
|
translator: Remove deprecated HLSL output flags.
These flags were adding redundant configs to the fuzzer.
BUG=angleproject:1522
Change-Id: I49ad56f0d7aceaae326d2d4387c4c750866465f3
Reviewed-on: https://chromium-review.googlesource.com/408338
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
acb4b81a
|
2016-11-07T13:50:29
|
|
translator: Put ShaderLang APIs in "sh" namespace.
Working with glslang in Vulkan means we are static linking libANGLE
with functions that have the same name as our translator APIs. We
can fix this by scoping our APIs. We don't need to scope the types
of the file, since they don't conflict.
This will require a follow-up patch to remove the unscoped APIs
once we switch over Chromium.
We also scope TCompiler and some related classes to avoid multiply
defined link errors with glslang.
BUG=angleproject:1576
Change-Id: I729b19467d2ff7d374a82044b16dbebdf2dc8f16
Reviewed-on: https://chromium-review.googlesource.com/408337
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2dacfb2a
|
2016-11-02T13:32:45
|
|
Fix EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE enum typo.
BUG=angleproject:1332
Change-Id: I69a5780521a4810ae93567fbe875a8c5e361850e
Reviewed-on: https://chromium-review.googlesource.com/406632
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
705a9194
|
2016-08-29T10:05:27
|
|
Reland "Remove invariant qualifier for input in fragment shader"
This relands https://chromium-review.googlesource.com/#/c/400005/.
ESSL and GLSL are not consistent on invariant matching in vertex shader
and fragment shader. See the following rules:
ESSL 1.00 - input and output must match
ESSL 3.00 - only output, inputs cannot be declared as invariant.
GLSL 1.10.59 - does not exist
GLSL 1.20.8 - input and output must match
GLSL 1.30.10 - input and output must match
GLSL 1.40.8 - input and output must match
GLSL 1.50.11 - input and output must match
GLSL 3.30.6 - input and output must match
GLSL 4.00.9 - input and output must match
GLSL 4.10.6 - input and output must match
GLSL 4.20.11 - input can omit invariant
GLSL 4.30.8 - input can omit invariant
GLSL 4.40.9 - input can omit invariant
GLSL 4.50.5 - input can omit invariant
Since GLSL 4.20, invariant qualifier description were changed to:
"
Only variables output from a shader (including those that are then input
to a subsequent shader) can be candidates for invariance. This includes
user-defined output variables and the built-in output variables. As only
outputs need be declared with invariant, an output from one shader stage
will still match an input of a subsequent stage without the input being
declared as invariant.
"
It's not very clear if input in fragment can be declared as invariant.
Mesa driver disallows use of input declared as invariant in fragment
shader, while other drivers may allow it. This CL removes invariant
declaration for input in fragment shader except AMD driver in Linux.
AMD's driver obviously contradicts the spec by forcing invariance to
match between vertex and fragment shaders.
BUG=chromium:639760, chromium:659326
TEST=conformance/glsl/misc/shaders-with-invariance.html and
conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html
Change-Id: I0aa9be14f0cee7a11a249c91fba27c570c52ca1b
Reviewed-on: https://chromium-review.googlesource.com/404228
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
2018c0ba
|
2015-12-08T11:48:51
|
|
Add a EGL_ANGLE_d3d_texture_client_buffer extension.
Allows creation of pbuffers from D3D texture objects.
BUG=540829
BUG=angleproject:1144
Change-Id: If8ea717ef011608cd01357c217837133d726d3ea
Reviewed-on: https://chromium-review.googlesource.com/316804
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
0a9661f2
|
2016-10-20T10:59:20
|
|
Implement robust the GetInternalFormativ entry point.
BUG=angleproject:1354
Change-Id: Ib25fe4905fdd6c532c67de1d4ca1ba37932f8e0b
Reviewed-on: https://chromium-review.googlesource.com/401149
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
7835b525
|
2016-10-08T11:20:17
|
|
Reland "Add workaround for unused std140 and shared uniform blocks on MacOS"
On some Mac drivers with shader version 4.1, they will
treat unused std140 and shared uniform blocks' members as inactive. However,
WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block
declared with a shared or std140 layout qualifier to be considered active.
The uniform block itself is also considered active.
This workaround is to reference all members of unused std140 and shared uniform blocks
at the beginning of the vertex/fragment shader's main().
BUG=chromium:618464
TEST=UniformBufferTest.ActiveUniformBlockNumber
Change-Id: I18da4e2b61b0170068bf5ea38ce54667b0737780
Reviewed-on: https://chromium-review.googlesource.com/395648
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
47110bf4
|
2016-04-20T11:13:22
|
|
Implement CHROMIUM_copy_compressed_texture for D3D11.
BUG=angleproject:1356
Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f
Reviewed-on: https://chromium-review.googlesource.com/339847
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
168445c2
|
2016-09-23T16:33:22
|
|
Add an extension for requesting a NULL Display.
BUG=angleproject:1468
Change-Id: Ief4b0e7d7a0420e59e547cd24fde53deb3718ccb
Reviewed-on: https://chromium-review.googlesource.com/388845
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c9e6026c
|
2016-09-30T17:15:07
|
|
Revert "Add workaround for unused std140 and shared uniform blocks on MacOS"
This reverts commit 9aa83fe302578d226f195fff5fb3f0e2fb723a4c.
The new test UniformBufferTest.ActiveUniformNumberAndName/ES3_OPENGL is failing on multiple platforms. Examples:
https://build.chromium.org/p/chromium.gpu.fyi/builders/Mac%2010.10%20Release%20%28ATI%29/builds/12285
https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Release%20(ATI)
Change-Id: I78b1a4d58e9a291e40ad304eb32f990e0518f7ee
Reviewed-on: https://chromium-review.googlesource.com/391049
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
ff5b2d51
|
2016-09-07T11:32:23
|
|
Add a GL_ANGLE_robust_client_memory extension.
This allows specifying data size to all GL functions that provide a pointer to
client memory and a length parameter for all functions in which the driver
writes to client memory.
BUG=angleproject:1354
Change-Id: Ia68be1576b957cb529c87b5e0d1bd638c7dbd371
Reviewed-on: https://chromium-review.googlesource.com/382012
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
9aa83fe3
|
2016-09-29T08:42:42
|
|
Add workaround for unused std140 and shared uniform blocks on MacOS
On some Mac drivers with shader version 4.1, they will
treat unused std140 and shared uniform blocks' members as inactive. However,
WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block
declared with a shared or std140 layout qualifier to be considered active.
The uniform block itself is also considered active.
This workaround is to reference all members of unused std140 and shared uniform blocks
at the beginning of the vertex/fragment shader's main().
BUG=chromium:618464
TEST=UniformBufferTest.ActiveUniformBlockNumber
Change-Id: I1d2c5e3e8da04786ac6a37fd26f7bb9c14cd76ed
Reviewed-on: https://chromium-review.googlesource.com/387169
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6f0a0dca
|
2016-09-27T13:51:29
|
|
Workaround isnan() on Intel drivers
On some Intel drivers, calling function isnan() on highp float will get wrong
answer. This patch work arounds this bug by using an expression to emulate
this function.
BUG=chromium:650547
Change-Id: I5bc5e0352c434f42cd2c55103a74f9f7ba51a72c
Reviewed-on: https://chromium-review.googlesource.com/389834
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
f41a7151
|
2016-09-19T15:11:17
|
|
Add an extension to disable resource generation on bind.
BUG=angleproject:1518
Change-Id: I662f7b07da5c97831496f2617b0adadf9858bdc9
Reviewed-on: https://chromium-review.googlesource.com/386799
Reviewed-by: Antoine Labour <piman@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
c287ea6e
|
2016-09-16T14:46:51
|
|
Add WebGL validation extensions to ANGLE.
BUG=angleproject:1523
Change-Id: I6fecb5055ed8087665aeee34b3a066ea8f38d51b
Reviewed-on: https://chromium-review.googlesource.com/386281
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Antoine Labour <piman@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
e292e902
|
2016-09-07T10:49:01
|
|
Workaround the unary minus operator issue on Intel
On some Intel D3D drivers, evaluating unary minor operator on an
integer variable may get wrong answer in vertex shader.
This patch works around this bug by replacing -(int) with ~(int)+1
on Windows Intel.
BUG=chromium:644033
Change-Id: I0af719e84d618a33f25bcb33bde0c381fb462a31
Reviewed-on: https://chromium-review.googlesource.com/381675
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
09cfac60
|
2016-09-06T17:25:16
|
|
Work around For and While loop bugs on Intel Mac OSX
Condition calculation in for and while loops has bug on Intel Mac. Work
around it by converting "CONDITION" to "CONDITION && true".
This CL also adds previous SH_EMULATE_ABS_INT_FUNCTION workaround to
the ANGLE GL back-end on OSX
BUG=chromium:644669
TEST=deqp/functional/gles3/shaderloop_for/while.html
Change-Id: I910f662b054f259fcb601b9938841b3a2d066840
Reviewed-on: https://chromium-review.googlesource.com/381678
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Qiankun Miao <qiankun.miao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
7ebb97fc
|
2016-09-08T18:01:50
|
|
Use 64-bits compile options
BUG=chromium:645071
Change-Id: I31825123bf4cb45fb37a93f538e8936487beb5ff
Reviewed-on: https://chromium-review.googlesource.com/382712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
966456de
|
2016-09-12T11:42:44
|
|
Remove SH_TIMING_RESTRICTIONS compiler flag
The timing restrictions code is not in use and not updated for ESSL3,
so it is better to remove it to make refactoring the AST easier.
It can also be argued that perfect prevention of shader timing attacks
is not feasible due to factors that are not under control of ANGLE,
such as fixed function color compression in GPUs. Such color
compression may make the use of texture bandwidth and thus performance
dependent on the content of a texture regardless of whether a
compressed format is chosen through the API.
SH_DEPENDENCY_GRAPH flag that could only be active together with the
timing restrictions flag is also removed, along with all the code that
was supporting it. The newer CallDAG code is used for different
purposes and is kept.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I2cd10e18df366e8e43f7c3af1ca12d2a4bfb2007
Reviewed-on: https://chromium-review.googlesource.com/384511
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e5bb72ff
|
2016-09-01T01:41:27
|
|
Remove SH_EMULATE_BUILT_IN_FUNCTIONS which isn't used
The flag is not used in chrome. We decide to do per emulation per flag.
BUG=chromium:642227
Change-Id: I936d53e5015186e35e672d0cb51c853a941582d2
Reviewed-on: https://chromium-review.googlesource.com/379077
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
a4e6f074
|
2016-08-29T14:49:21
|
|
Work around abs() issue in Intel Mac drivers
abs(i) where i is an integer returns unexpected result in Intel Mac.
This works around the issue by emulating abs(i) manually.
BUG=chromium:642227
TEST=deqp/functional/gles3/shadercommonfunction.html
Change-Id: I2a41e0f4bcb0766109d651e663283b1760468017
Reviewed-on: https://chromium-review.googlesource.com/377628
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
c2c5fc48
|
2016-08-31T15:24:22
|
|
Remove CSS Shader related code
CSS shader has been removed from spec and chrome code base. Remove the
code in ANGLE.
BUG=chromium:233383
Change-Id: I93a35437f540e51ce7af9d49f21ca60d7c0b156a
Reviewed-on: https://chromium-review.googlesource.com/378739
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
e3352f94
|
2016-08-12T20:40:14
|
|
Change angle_util to be a shared library
So that there will be one instance of static thread synchronization variables
in AndroidWindow.
Previously there was one instance in lib_angle_deqp_gles2_tests__library
and one in libangle_deqp_libgles2, resulting in AndroidWindow::initialize
waiting forever.
Also make the change in GYP build to fix standalone build,
and fix rpath issues on Mac.
BUG=angleproject:1471
TEST=end2end and deqp tests on standalone Win10 and end2end on GN Mac 10.11
Change-Id: I731578459400bb47d269df129aabed9b67b555e6
Reviewed-on: https://chromium-review.googlesource.com/376202
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
11e43ece
|
2016-08-11T09:54:08
|
|
Add a workaround for Intel drivers on glsl function texelfetchoffset
GLSL function texelfetchoffset will be translated into texture.Load in
ANGLE. In D3D there is a note that When one or more of the coordinates
in Location exceeds the u, v, or w mipmap level dimensions of the
texture, Load returns zero in all components, but in glsl there is no
such restriction, which will cause the WebGL 2 dEQP test
deqp/functional/gles3/shadertexturefunction/texelfetchoffset.html fail
on Windows with Intel GPU.
Adapted from ExpandIntegerPowExpressions.cpp, this patch adds a
translation from texelFetchOffset into texelFetch to work around this
issue.
BUG=angleproject:1469
Change-Id: Iecfb9570472036acf5960789bdb1a63f191316be
Reviewed-on: https://chromium-review.googlesource.com/367883
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1fe74c7e
|
2016-08-25T13:23:01
|
|
Manually compute the mipmap size for the textureSize builtin.
There were two issues with the current implementation:
* The GetDimensions function already takes into account the base level of the
SRV.
* The GetDimensions function returns doesn't return valid sizes for levels
that don't exist in the SRV. Instead, manually do the lod offset.
BUG=angleproject:931
BUG=angleproject:1316
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2d_fixed_vertex
Change-Id: I63259b563a42b93b73949e0ef7ac412099a42f13
Reviewed-on: https://chromium-review.googlesource.com/376099
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
55033e58
|
2016-08-25T17:32:12
|
|
Revert "Change angle_util to be a shared library"
This reverts commit 2f9b5e6f79cd576bd3b7110272d58f143801bf0f.
Change-Id: I90a7ba0596e79795c9549bc268eabff69c96d572
Reviewed-on: https://chromium-review.googlesource.com/376079
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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2f9b5e6f
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2016-08-12T20:40:14
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|
Change angle_util to be a shared library
So that there will be one instance of static thread synchronization variables
in AndroidWindow.
Previously there was one instance in lib_angle_deqp_gles2_tests__library
and one in libangle_deqp_libgles2, resulting in AndroidWindow::initialize
waiting forever.
BUG=angleproject:1471
Change-Id: Ia529c91e34960eb352730c1bb89a91ce6336c8a0
Reviewed-on: https://chromium-review.googlesource.com/368983
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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bccc65d3
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2016-07-19T16:48:43
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|
Flatten "#pragma STDGL invariant(all)" into varying variables.
This is implemented as a compiler option which is enabled by default
when outputting to desktop GLSL version 130 and greater, which does
not support this #pragma in fragment shaders. As a workaround, and for
better compatibility on desktop OpenGL drivers, this pragma is also
flattened into the outputs of vertex shaders, and the inputs of ESSL
1.00 fragment shaders.
TEST=conformance/glsl/misc/shaders-with-invariance.html with --enable-unsafe-es3-apis
BUG=629622, angleproject:1293
Change-Id: Ib040230915e639971505ed496d26e804c9d64e68
Reviewed-on: https://chromium-review.googlesource.com/361792
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
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802abe01
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2016-08-04T17:48:32
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|
Add compute shader compilation support in the glsl compiler
Support is added for compute shader compilation. There is a small
extension to the parser so that 'local_size_x = ', 'local_size_y = '
and 'local_size_z = ' are supported as layout qualifiers.
A few shader compilation tests are added and one which checks the AST
whether the layout qualifiers are properly parsed.
BUG=angleproject:1442
TEST=angle_unittests
TEST=angle_end2end_tests
Change-Id: I67283797d1cf13fa4ac47faa2a6e66d93a2db867
Reviewed-on: https://chromium-review.googlesource.com/362300
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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e93d24ef
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2016-07-28T12:06:05
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Add es3.1 shader constants
The patch adds all shader built-in constants.
BUG=angleproject:1442
TEST=angle_unittests
TEST=angle_end2end_tests
Change-Id: I81cae479d6506a8faa2dce023d5fcc2c1291d521
Reviewed-on: https://chromium-review.googlesource.com/364460
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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97073d12
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2016-04-20T10:42:34
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|
Implement CHROMIUM_copy_texture for D3D11.
BUG=angleproject:1356
Change-Id: I70246762411dbeeb3e291e317854139a68d80070
Reviewed-on: https://chromium-review.googlesource.com/339434
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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aae1e4ae
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2016-08-01T09:44:09
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|
ShCheckVariablesWithinPackingLimits: remove deprecated overload
BUG=621031
Change-Id: Ib4cdd88ecd58f617813a91379a8b8b518fba149b
Reviewed-on: https://chromium-review.googlesource.com/364910
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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1048e43f
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2016-07-23T18:51:28
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|
D3D: Work around HLSL integer pow folding bug.
BUG=angleproject:851
Change-Id: I68a47b8343a29e42c0a69ca3f2a6cb5054d03782
Reviewed-on: https://chromium-review.googlesource.com/362775
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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72111915
|
2016-07-20T17:45:56
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|
Initialize all output variables.
BUG=angleproject:1441
TEST=bots
Change-Id: Ia4cf415d8346c3234bf0f548a178ee3ea8cd35c4
Reviewed-on: https://chromium-review.googlesource.com/362110
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
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1be913cf
|
2016-07-11T17:59:16
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|
Add support for ES31 context creation
The dEQP test for context creation passes.
SH_WEBGL3_SPEC has been added, but it should be considered whether we
should keep it, remove it or rename it. It was added so that there is
a webgl mapping to es 310 shaders. Check Compiler.cpp. The bison file
has been modified so that some tokens from es3 can be also used in
es31 as well.
A separate macro ES3_1_ONLY is added so that some tokens are limited
only for es 310 shaders.
BUG=angleproject:1442
TEST=angle_unittests
Change-Id: I2e5ca227c96046c30dc796ab934f3fda9c533eba
Reviewed-on: https://chromium-review.googlesource.com/360300
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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e58e1416
|
2016-07-18T16:40:46
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ShCheckVariablesWithinPackingLimits add sh::ShaderVariable overload
This overload doesn't take a stripped down version of the variable
information, which makes it possible to handle varying structs
correctly by flattening them as individual variables.
BUG=621031
Change-Id: I367629fce3d17dd7e1f876c5937eb37f3d97c7f4
Reviewed-on: https://chromium-review.googlesource.com/361460
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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46eaa946
|
2016-06-29T10:26:37
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|
Support CHROMIUM_path_rendering fragment operations
This brings two new APIs, BindFragmentInputLocation and
ProgramPathFragmentInputGen that together dictate how the
fragment shader varyings are used.
BUG=angleproject:1382
Change-Id: I4b52fd8a3555235a73aecd4f3dba2d500789cbb0
Reviewed-on: https://chromium-review.googlesource.com/357071
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Sami Väisänen <svaisanen@nvidia.com>
Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
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84954988
|
2016-07-12T15:42:18
|
|
ShaderVars: add isSameInterfaceBlockFieldAtLinkTime
This will be used by Chromium to check for interface blocks mismatches.
BUG=621031
Change-Id: Ia6cc19e5d7b2a5c33af558d65b87885a6b72cea3
Reviewed-on: https://chromium-review.googlesource.com/359607
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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d59ca052
|
2016-06-21T16:10:00
|
|
Support instanced CHROMIUM_path_rendering
This implements instanced path rendering.
BUG=angleproject:1382
Change-Id: I4654251882975d707b22c7bb522af14ae34eb1a1
Reviewed-on: https://chromium-review.googlesource.com/355401
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
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e45e53bd
|
2016-05-25T10:36:04
|
|
Support CHROMIUM_path_rendering
This is partial support for CHROMIUM_path_rendering
and implements basic path management and non-instanced
rendering.
BUG=angleproject:1382
Change-Id: I9c0e88183e0a915d522889323933439d25b45b5f
Reviewed-on: https://chromium-review.googlesource.com/348630
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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b66a9097
|
2016-05-16T15:59:14
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|
Add support for OES_EGL_image_external and OES_EGL_image_external_essl3.
BUG=angleproject:1372
Change-Id: I8489e7fd0ab409b0775041ad5e9fbf0aab53886d
Reviewed-on: https://chromium-review.googlesource.com/344734
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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a797e066
|
2016-05-12T15:23:40
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|
Support CHROMIUM_framebuffer_mixed_samples in the GL backend
BUG=angleproject:1378
Change-Id: I634c41f3507dbdeaa56234c4de1b498f81c848ed
Reviewed-on: https://chromium-review.googlesource.com/344520
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
|
|
2b4ce80c
|
2016-04-28T13:34:50
|
|
Implement GL_CHROMIUM_sync_query for D3D9 and D3D11.
BUG=angleproject:1366
Change-Id: Iadde61968f45b969c76578a6dd9116a25d63fb4b
Reviewed-on: https://chromium-review.googlesource.com/341230
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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|
bda75597
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
Reviewed-on: https://chromium-review.googlesource.com/341254
Reviewed-by: Ian Ewell <ewell@google.com>
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|
9670b03e
|
2016-04-29T09:47:47
|
|
Revert "Finish NV12 support via streams."
Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h
This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc.
Change-Id: I6e54305eba02b40927a35577594df39e951adb32
Reviewed-on: https://chromium-review.googlesource.com/341430
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
9b8b359f
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
|
|
4a48d9a3
|
2016-03-31T16:46:25
|
|
Initial implementation of ANGLE_stream_producer_d3d_texture_nv12.
Add the validation and entrypoints for
ANGLE_stream_producer_d3d_texture_nv12, which is a new EGL extension
currently being written. The purpose of this extension is to allow
insertion of D3D11 NV12 textures to be inserted into a stream. This acts
as the producer of the EGL stream.
BUG=angleproject:1332
Change-Id: I50d4565cc82b63f7da7632adad4ac4c77d8800f2
Reviewed-on: https://chromium-review.googlesource.com/336695
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.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>
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19d1dc99
|
2016-03-08T17:18:46
|
|
Add option to limit the number of function parameters
Trying to compile user-defined functions that have thousands of
parameters introduces some instability in native compilers, so it is
better to reject shaders with large numbers of function parameters
in ANGLE.
The check is only enabled if the SH_LIMIT_EXPRESSION_COMPLEXITY flag
is turned on. The default limit for the number of parameters is 1024,
but it can also be configured.
BUG=angleproject:1338
TEST=angle_unittests
Change-Id: I5c9b7a4e97e67f36e77f969368336fa8fffba1c3
Reviewed-on: https://chromium-review.googlesource.com/331970
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
c52a4026
|
2016-03-04T13:12:43
|
|
Update eglext.h to latest.
The new header contains EGL_NV_stream_consumer_gltexture_yuv, which will
be implemented in the future for video rendering purposes.
BUG=angleproject:1332
Change-Id: Ia35ee7360b8f09703ad2800c641c67f0f243e927
Reviewed-on: https://chromium-review.googlesource.com/330278
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
|
|
39046169
|
2016-02-08T15:05:17
|
|
CollectVariables: Don't include block name in field name.
The spec mandates that the instance name of a block determines how the
active uniform name for this field is reported. However, our handling
of this was a bit bugged. We would include the proper prefix on the
compiler-side, but this mangled the hashing, and was also not strictly
needed. We now also expose the instance name, so we can determine the
proper prefix for variable linking on the GL-side of things. This also
is consistent with how we handle other spec issues, where the GL-side
handles the GL-API specific functionality.
This also allows us to fix name hashing of instanced uniform blocks,
which was previously broken because we would hash the full name of the
active uniform, instead of just the field.
BUG=angleproject:1306
Change-Id: I06ace6dbc3f75fdd8129677360dcc142aa89136e
Reviewed-on: https://chromium-review.googlesource.com/326681
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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2a63b3f8
|
2016-02-08T12:29:08
|
|
Re-land "Implement EGL_experimental_present_path_angle"
- Re-land with clang fix.
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: I56b339897828753a616d7bae837a2f354dba9c63
Reviewed-on: https://chromium-review.googlesource.com/326730
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d1c46228
|
2016-02-08T14:51:18
|
|
Revert "Implement EGL_experimental_present_path_angle"
Compile failure on Clang/Win:
The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 --
"..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo
/showIncludes /FC
@obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp
/c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp
/Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj
/Fdobj\gpu\angle_end2end_tests.cc.pdb
In file included from
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7:
In file included from
..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13:
..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of
integers of different signs: 'const int' and 'const unsigned int'
[-Werror,-Wsign-compare]
if (expected == actual) {
~~~~~~~~ ^ ~~~~~~
..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of
function template specialization 'testing::internal::CmpHelperEQ<int, unsigned
int>' requested here
return CmpHelperEQ(expected_expression, actual_expression, expected,
^
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) :
note: in instantiation of function template specialization
'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here
ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch);
^
..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro
'ASSERT_EQ'
# define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2)
^
..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro
'GTEST_ASSERT_EQ'
EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \
^
BUG=angleproject:1219
This reverts commit 6b3c1db5170450bbc4946d8f18ba0d8619da43a0.
Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6
Reviewed-on: https://chromium-review.googlesource.com/326680
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6b3c1db5
|
2015-12-18T14:01:46
|
|
Implement EGL_experimental_present_path_angle
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c
Reviewed-on: https://chromium-review.googlesource.com/321360
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
e3939b98
|
2015-12-01T15:36:51
|
|
D3D11: Transcode ETC1 to BC1.
Adds a new extension to allow transcode ETC formats to suitable BC formats.
This commit implements ETC1 to BC1. More formats will be supported soon.
BUG=angleproject:1285
Change-Id: Iacbfbc2248dfe1aebf24b92696249a9404e331cd
Reviewed-on: https://chromium-review.googlesource.com/316511
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
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>
|
|
82b5ab60
|
2015-12-11T09:30:15
|
|
Compile out GLSL/ESSL translator output code if it's not needed
In WinRT we only use the HLSL code, so the GLSL/ESSL output code
is not necessary and is only adding to our binary size.
BUG=angleproject:1250
Change-Id: I9363ca3981bde50a230f8353c1bcc09f6ea209cb
Reviewed-on: https://chromium-review.googlesource.com/317358
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Tested-by: Austin Kinross <aukinros@microsoft.com>
|
|
49ae88ba
|
2015-12-09T16:44:29
|
|
Implement EGL_ANGLE_direct_composition extension
On D3D11, if dcomp.dll can be loaded then EGL_ANGLE_direct_composition
is exposed. Setting EGL_DIRECT_COMPOSITION_ANGLE as an attrib on a
surface will force it to use DirectComposition to draw to the screen,
possibly saving power.
BUG=524838
Change-Id: I3ea175a97bbca1a3388ffe52fdd1587a2f0c2ce7
Reviewed-on: https://chromium-review.googlesource.com/319214
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: John Bauman <jbauman@chromium.org>
|
|
7f448b58
|
2015-12-16T13:31:57
|
|
Add an EGL_ANGLE_surface_orientation extension.
BUG=angleproject:1262
Change-Id: Ifbb0f5302311a68a0c6f02baaea706cbb7055a52
Reviewed-on: https://chromium-review.googlesource.com/320011
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
666cb828
|
2016-01-04T17:44:09
|
|
Revert "Add an EGL_ANGLE_surface_orientation extension."
Compilation warnings on clang.
This reverts commit 18cc14b5951842ede85c06dcbc0bba230bcedc45.
Change-Id: If58047486116e34ef30c4b317d3fb47cd2349d15
Reviewed-on: https://chromium-review.googlesource.com/319822
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
18cc14b5
|
2015-12-16T13:31:57
|
|
Add an EGL_ANGLE_surface_orientation extension.
BUG=angleproject:1262
Change-Id: I863c46c8557604da045447550f7d69831c9f06b5
Reviewed-on: https://chromium-review.googlesource.com/318780
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
add0ef14
|
2015-12-17T15:43:31
|
|
Remove deprecated ShShaderOutput versions.
These aren't referenced from Chromium code any more.
BUG=chromium:550487
Change-Id: Ie4094667ec5f739efd9f1253ffdb779deaf3cebc
Reviewed-on: https://chromium-review.googlesource.com/319162
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Kenneth Russell <kbr@chromium.org>
|
|
fe3e46ab
|
2015-11-24T19:13:55
|
|
Add EGL_ANGLE_flexible_surface_compatibility
This extension allows users of ANGLE to make contexts current with surfaces
that were created with different bit depths.
BUG=angleproject:1223
Change-Id: I9072c256e0a36aee1ce41ab69cb9a04240bf0521
Reviewed-on: https://chromium-review.googlesource.com/314935
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: John Bauman <jbauman@chromium.org>
Tested-by: John Bauman <jbauman@chromium.org>
|
|
fc1a44a1
|
2015-12-02T12:37:10
|
|
Revert "Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]""
This reverts commit dd5c5b79333fdde7858a77d39e91cc3d30b74c9e.
BUG=angleproject:1190
Change-Id: I1bc1b232b6a916da6d18b546baf20e0854a2768f
Reviewed-on: https://chromium-review.googlesource.com/315169
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
dd5c5b79
|
2015-12-02T08:41:28
|
|
Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]"
Causes failures on Windows/GN:
e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(108)
: error C3861: 'eglCreateDeviceANGLE': identifier not found
e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(113)
: error C3861: 'eglQueryDeviceAttribEXT': identifier not found
e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(119)
: error C3861: 'eglReleaseDeviceANGLE': identifier not found
e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(143)
: error C3861: 'eglQueryDeviceAttribEXT': identifier not found
e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(162)
: error C3861: 'eglCreateDeviceANGLE': identifier not found
e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(178)
: error C3861: 'eglCreateDeviceANGLE': identifier not found
This reverts commit 4029ad42d5ffe94a0a744532ab3577b982f847b8.
BUG=angleproject:1190
Change-Id: Ibcdfd8cea7ba275cd67c0220f8d7a1069ec1cf97
Reviewed-on: https://chromium-review.googlesource.com/315480
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
3d677ea6
|
2015-11-16T13:38:47
|
|
Implement EGL_ANGLE_x11_visual
Reland with a fixed tests on AMD.
This extension will be used by Chrome to advertise the visual it will
use for its windows. Having ANGLE use the same visual will bring
several benefits:
- A blit will be avoided, and the content of the window might be
rendered on the system framebuffer directly.
- There will be less latency when resizing windows which will make it
much less likely to see a black border when resizing.
BUG=522149
Change-Id: I66004b6ac45453330af7c4c810ddf2c26941be42
Reviewed-on: https://chromium-review.googlesource.com/314661
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
4029ad42
|
2015-10-29T10:14:47
|
|
Add and implement EGL_ANGLE_device_creation[_d3d11]
BUG=angleproject:1190
Change-Id: I248935ef81803062cf9ba5776512cda456331f51
Reviewed-on: https://chromium-review.googlesource.com/309634
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
5ac60fc2
|
2015-11-27T13:42:02
|
|
Revert "Implement EGL_ANGLE_x11_visual"
Fails on Linux AMD:
http://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Release%20%28ATI%29/builds/43819
EGLX11VisualHintTest.InvalidWindowVisualID:
../../third_party/angle/src/tests/egl_tests/EGLX11VisualTest.cpp:183: Failure
Value of: EGL_TRUE == eglInitialize(display, nullptr, nullptr)
Actual: false
Expected: true
BUG=522149
This reverts commit b28e010aa10b3e4aec3207e767be10ee5ffb25fd.
Change-Id: I9a02f2aa3caadd787eb0099c0ddf9d781084fa1c
Reviewed-on: https://chromium-review.googlesource.com/314660
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
b28e010a
|
2015-11-16T13:38:47
|
|
Implement EGL_ANGLE_x11_visual
This extension will be used by Chrome to advertise the visual it will
use for its windows. Having ANGLE use the same visual will bring
several benefits:
- A blit will be avoided, and the content of the window might be
rendered on the system framebuffer directly.
- There will be less latency when resizing windows which will make it
much less likely to see a black border when resizing.
BUG=522149
Change-Id: Icd484c9a948ed5b5b9116247bb50560bffa30667
Reviewed-on: https://chromium-review.googlesource.com/312323
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
464bfc86
|
2015-10-07T12:12:02
|
|
Use .def file to export functions using dllexport.
BUG=angleproject:1183
This is a reland of part of commit 566273222683314dfc8ac1cdb9bf6deb5d2b4c65.
The original commit caused warnings on 64-bit MSVC linker. This version
removes declspec(dllexport) from exported ANGLE APIs (for which we need
a new ANGLE_PLATFORM_EXPORT macro). It also makes those APIs stdcall on
Windows builds.
Change-Id: Iee2ab7e43ef0b98924f5759b5e1b333307052235
Reviewed-on: https://chromium-review.googlesource.com/304501
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
a6996685
|
2015-10-12T14:32:30
|
|
Automatically enable highp in fragment shaders on ESSL3
Most code using the translator already enables highp with the resources
flag when a shader spec that accepts ESSL3 is used, but for example the
shader_translator utility doesn't. This fix makes sure that highp is
always enabled when a fragment shader written in ESSL3 or newer is being
compiled. This will make shader_translator easier to use for testing
ESSL3 shaders.
BUG=541550
TEST=angle_unittests
Change-Id: Ia1911677c55f3c5d921829a8cbb808847ac8b636
Reviewed-on: https://chromium-review.googlesource.com/305190
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
e826b9f7
|
2015-10-09T16:41:06
|
|
Revert "Fixed compilation on mingw."
This causes some linker warnings. I don't think we should
add linker warnings to Chrome, so reverting this temporarily until
we can land your CL with the correct using of export keywords.
Please re-submit the fixed CL.
This reverts commit 566273222683314dfc8ac1cdb9bf6deb5d2b4c65.
Change-Id: I21fa623af31fac06de6afbefa50c9ea1ec157c15
Reviewed-on: https://chromium-review.googlesource.com/305000
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
56627322
|
2015-10-05T16:03:10
|
|
Fixed compilation on mingw.
Change-Id: I5734f789f25fbc6b9b90f2043459a3a5f72008c4
Reviewed-on: https://chromium-review.googlesource.com/303602
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
d4b5054d
|
2015-09-28T12:19:26
|
|
compiler: Rewrite do-while loops as while loops
This works around a Mac driver shader compiler bug that makes many
do-while loops cause GPU-hangs when ran.
BUG=angleproject:891
Change-Id: I29828d6ea9e887ad0ed0c577f1deb41fb632a900
Reviewed-on: https://chromium-review.googlesource.com/302465
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
ee48376c
|
2015-09-15T13:12:07
|
|
Update to the latest versions of the GL and EGL headers.
Add GLES 3.1 and 3.2 headers.
Remove GLES 3.0 extension headers and entry point files.
Re-land fixes double define from different style defines in libGLESv2.gypi
and other projects.
Re-land fixes missing defines in angle_util project in gn.
Change-Id: I1952413cd4390e6f5450df809f8f5867bf6f49e2
Reviewed-on: https://chromium-review.googlesource.com/299771
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
0393310f
|
2015-09-15T16:59:59
|
|
Revert "Update to the latest versions of the GL and EGL headers."
Issues with GN build.
This reverts commit 8284436798dd184afe61cbb586185cb68e503d6f.
Change-Id: I99d186019135bbbe250e95c9567854108d31c556
Reviewed-on: https://chromium-review.googlesource.com/299870
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
82844367
|
2015-09-11T13:52:12
|
|
Update to the latest versions of the GL and EGL headers.
Add GLES 3.1 and 3.2 headers.
Remove GLES 3.0 extension headers and entry point files.
Re-land fixes double define from different style defines in libGLESv2.gypi and
other projects.
Change-Id: I6204dc767bd83b7aa7e4d6e2fa338b2ce7f304d8
Reviewed-on: https://chromium-review.googlesource.com/299401
Tested-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
e12150fe
|
2015-09-11T20:06:27
|
|
Revert "Update to the latest versions of the GL and EGL headers."
Linux compile failures to do gyp defines.
This reverts commit 8bbeabc1795473f7b3141219be3970fea3b95a71.
Change-Id: Icb31dd817414b3a9ab36e88cedab9c725af26b6b
Reviewed-on: https://chromium-review.googlesource.com/299173
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
8bbeabc1
|
2015-09-11T13:52:12
|
|
Update to the latest versions of the GL and EGL headers.
Add GLES 3.1 and 3.2 headers.
Remove GLES 3.0 extension headers and entry point files.
Change-Id: Icaa444efa52f3b9d1497189da92bc364545a6e3a
Reviewed-on: https://chromium-review.googlesource.com/299172
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
7aef6020
|
2015-09-11T19:04:00
|
|
Revert "Update to the latest versions of the GL and EGL headers."
Broke the Clang compile.
In file included from ../../third_party/angle/include/GLSLANG/ShaderLang.h:28:
../../third_party/angle/include/KHR/khrplatform.h:282:30: error: no newline at end of file [-Werror,-Wnewline-eof]
#endif /* __khrplatform_h_ */
Several other similar errors.
BUG=None
This reverts commit aac2035d851fc92b159dc8e01cfd2ebb86e99e4a.
Change-Id: I407e7e65bb6a46d1d941c54cdf14a14758e22d96
Reviewed-on: https://chromium-review.googlesource.com/298834
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
aac2035d
|
2015-09-11T13:52:12
|
|
Update to the latest versions of the GL and EGL headers.
Add GLES 3.1 and 3.2 headers.
Remove GLES 3.0 extension headers and entry point files.
Change-Id: I8e9df6262dc1b2536a409c5791734e4a4d63b115
Reviewed-on: https://chromium-review.googlesource.com/299341
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
86f8dd7c
|
2015-08-12T12:37:48
|
|
Implement a minimal EGL -> CGL backend
This succesfully renders HelloTriangle and some samples but fails on a
lot of tests. In particular it doesn't handle resizing the window and
doesn't have depth or stencil buffers.
BUG=angleproject:891
Change-Id: I16356471b470f764acb38e8dd3589e9c0129829d
Reviewed-on: https://chromium-review.googlesource.com/290770
Tested-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
a0a9e12d
|
2015-09-02T15:54:30
|
|
translator: Add sh::OutputVariable type.
This replaces the dual-use of sh::Attribute, which can be a bit
confusing to people expecting a literal output variable.
Currently not used in Chromium, so should be safe to land.
BUG=angleproject:1146
Change-Id: I436f2bc9dc4ddc3709369cb2baa344c6b13a21a2
Reviewed-on: https://chromium-review.googlesource.com/296683
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
b18609b9
|
2015-07-16T14:13:11
|
|
Implement ES 2,3 parts of EXT_blend_func_extended for shader translation
Exposes gl_SecondaryFragColor, glSecondaryFragData[] and
gl_MaxDualSourceDrawBuffers to GLES SL 1.0.
Relaxes rules for undefined output locations for GLES SL 3.0
and exposes gl_MaxDualSourceDrawBuffers.
If the output GL context is GL ES 2.0 or 3.0:
The emulation layer is expected to turn on EXT_blend_func_extended
if the output GL context supports it.
If the output GL context is GL:
The emulation layer is expected to turn on EXT_blend_func_extended
if the output GL context supports ARB_blend_func_extended or if GL
context is 3.2 or later.
If the source shader spec is GLES SL 2.0: The emulation layer is
expected to inspect the shader compilation output variables upon
linking. If output target is GL SL, the emulation layer should bind
color location 0, index 1 to "angle_SecondaryFragColor" if variable
"gl_SecondaryFragColorEXT" is used. Alternatively, emulation layer
should bind "angle_SecondaryFragData" to locations 0,1,2,3,..., all
color index 1, if "gl_SecondaryFragData" array is used.
(The caller can not bind the locations or specify output variables.)
If the source shader spec is GLES SL 3.0:
The emulation layer is expected to do location auto-resolve of the
the output variables that have undefined output locations that have
not been bound by the caller.
(The caller can not use gl_ built-ins, so nothing to do with those.)
BUG=angleproject:1085
TEST=angle_unittest
Change-Id: I5cafe205b0c29478b0dcd24aa89a7b0000f5d046
Reviewed-on: https://chromium-review.googlesource.com/287580
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Kimmo Kinnunen <kkinnunen@nvidia.com>
|
|
d17c016b
|
2014-10-27T14:10:35
|
|
Add support for RESOURCE_MISC_SHARED_KEYEDMUTEX
Change-Id: I225f38b4616ac47e690dccbcb67074fedc571d61
Reviewed-on: https://chromium-review.googlesource.com/225642
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
2e5797e3
|
2015-07-29T16:20:28
|
|
Log EGL initialize errors to the platform.
This will allow us to show more extended error info in about:gpu
in Chromium.
BUG=angleproject:966
BUG=515229
Change-Id: I24c8f33ac3576395ff13dbf7f4664c649af18e33
Reviewed-on: https://chromium-review.googlesource.com/289590
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
da056468
|
2015-06-16T17:00:11
|
|
For WinRT, add EGLRenderSurfaceScaleProperty to specify swapchain scaling factor
Change-Id: Iede6682306082346cf2a3a55fe58f732b7a453df
Reviewed-on: https://chromium-review.googlesource.com/277931
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
8273e006
|
2015-06-15T13:40:19
|
|
Add new GLSL target versions.
Test the emulated GLSL functions against multiple GL versions.
BUG=angleproject:1044
Change-Id: I1e12523301042f0d541ab2f4e73f02319d1584ef
Reviewed-on: https://chromium-review.googlesource.com/277702
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
6e56faae
|
2015-06-25T15:05:38
|
|
Add opaque definitions of EGL platform types for ozone chromium builds
These are copied from chromium's modified eglplatform.h. It is necessary
in order to build ANGLE for freon Chrome OS boards because X11 headers
aren't included in the SDK.
BUG=504501
TEST=cros chrome-sdk --board link
gclient runhooks
ninja -C out_link/Release chromium_builder_tests
Change-Id: I37c3cba280689ec8d8a13e8946b1401d4bba7ea8
Reviewed-on: https://chromium-review.googlesource.com/281992
Tested-by: Michael Spang <spang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Michael Spang <spang@chromium.org>
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2539fffa
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2015-06-16T17:56:09
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Add ShClearResults() for clearing last compilation results.
This helps reclaiming memory used by the results when we don't need
them anymore.
BUG=492725
Change-Id: I4bc11be27b23589548120f0dc43e9979bf894089
Reviewed-on: https://chromium-review.googlesource.com/277808
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Dmitry Skiba <dskiba@google.com>
Tested-by: Dmitry Skiba <dskiba@google.com>
Reviewed-by: Dmitry Skiba <dskiba@google.com>
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