|
9515707b
|
2020-05-29T11:23:44
|
|
Move ShaderVariable utility function from utilities.cpp ShaderVars.cpp.
Fixes an implied dependency cycle between translator and angle_common. This will also allow us to be more strict about declaring dependencies on GLSLANG headers.
Tested by building and running angle_unit_tests on Linux.
Bug: angleproject:4672
Change-Id: I331230d2cf179ccea140ee7a0d5a3c8768c58cb1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2222682
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
96c26c68
|
2020-04-03T07:52:52
|
|
Add support for NV_shader_noperspective_interpolation
Added support for GL_NV_shader_noperspective_interpolation on
the Vulkan and Desktop OpenGL backends
Bug: angleproject:4388
Test: angle_end2end_tests --gtest_filter=ShaderInterpTest.NoPerspective/*
Change-Id: I12473830c0ea8b4fffeae9c4a8ec92d979c8e18c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2107234
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
33a00efd
|
2019-11-27T09:21:45
|
|
Add Compute Shared Memory Size Validation
Add tracking of shared memory declarations in compute shaders.
Test:
angle_deqp_gles31_tests --gtest_filter=dEQP.GLES31/functional_debug_negative_coverage_callbacks_compute_exceed_shared_memory_size_limit
Bug: 4173
Change-Id: If2a86d467a82f73fa5b2ee0ced752701acfe1872
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1934653
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
90a58622
|
2019-09-04T15:39:58
|
|
Refactor ShaderVariable to Remove Specializations
The following structs are being refactored and moved into the parent
struct ShaderVariable:
VariableWithLocation
Uniform
Attribute
OutputVariable
InterfaceBlockField
Varying
Bug: angleproject:3899
Test: CQ
Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
ca8ea0a4
|
2019-07-26T10:49:23
|
|
Get Desktop GL games running on desktop frontend
Games:
SkyEngine: Open source on github
The Deep Deep: Geoff's game
Bug: angleproject:3620
Change-Id: I5feee91a94648b385708cafe8d7412e86704ecd0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1721189
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
15214423
|
2019-01-07T12:44:44
|
|
ES31: Add top_level_array_stride support
Bug: angleproject:1920
Change-Id: Id18c6cc1bb840c05f73a019156c462886f01d9eb
Reviewed-on: https://chromium-review.googlesource.com/c/1396745
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ab2bfa81
|
2019-01-15T19:06:47
|
|
Enable Chromium clang style plugin for libANGLE.
This fixes a few style warnings:
* auto should not deduce to raw pointer type
* inlined virtual methods are not allowed
* non-trivial constructors and destructors should be explicit
* inlined non-trivial constructors should not be in-class
* missing override keywords
Bug: angleproject:3069
Change-Id: I3b3e55683691da3ebf6da06a5d3c729c71b6ee53
Reviewed-on: https://chromium-review.googlesource.com/c/1407640
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
f3179a6a
|
2018-07-12T16:22:06
|
|
ES31: Implement bindImageTexture binds a single layer on D3D backend
Dynamically generate image2D variables' declaration and function
definition in libANGLE.
Bug: angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159
Reviewed-on: https://chromium-review.googlesource.com/c/1142885
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
8c78ce4b
|
2018-12-16T19:14:58
|
|
Use visitor pattern for Shader Variable APIs.
In many places in ANGLE we need to traverse a ShaderVariable tree. We
do this to store uniform offset and other information, to flatten the
tree of uniforms for the front-end, or to produce active variable lists
for uniform and shader storage blocks. In each case, we would write
separate tree traversal code.
This patch introduces a shared visitor pattern for all of the shader
variable tree traversal instances. With that get more common code. Also
it is easier to write new variable traversals. ProgramD3D and
ProgramLinkedResources in particular get nice simplificiations.
The visitor object recieves callbacks from the traversal when entering
structs, array elements, and new variables. The visitor can treat these
differently depending on the use case. A common visitor that constructs
full variable names is used as a base class in several places.
Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to
sh::ShaderVariable. This allows us to forgo using templates in several
call sites.
Bug: angleproject:3024
Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e
Reviewed-on: https://chromium-review.googlesource.com/c/1358722
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
1bf18ce9
|
2018-10-19T15:34:02
|
|
Implement GL_ANGLE_multi_draw
This patch adds entrypoints glMultiDrawArraysANGLE,
glMultiDrawElementsANGLE, glMultiDrawArraysInstancedANGLE,
annd glMultiDrawElementsInstancedANGLE
Bug: chromium:890539
Change-Id: Ic9c374c53892460f44ca6e73a253b78473ac2dff
Reviewed-on: https://chromium-review.googlesource.com/c/1282268
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
|
|
a78092cb
|
2018-09-26T14:16:13
|
|
Support ESSL 3.00 EXT_blend_func_extended shaders
This adds support for the index layout qualifier that's used in
EXT_blend_func_extended to set whether a fragment output should be
bound to the primary or secondary blend source color.
Output locations are now validated correctly so that two outputs can
have the same location as long as they have a different index. Some
tests are fixed to allow this.
BUG=angleproject:1085
TEST=angle_unittests
Change-Id: I1de3ad1406398952287791eca367562bed59d380
Reviewed-on: https://chromium-review.googlesource.com/1245982
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
107c7247
|
2018-03-20T15:45:35
|
|
ShaderVariable: separate fields for staticUse and active
Thus far the compiler has used the "staticUse" flag to mark variables
that should have rather been marked "active", meaning that the code
may actually execute in a way that accesses the variable. There's a
clear definition for this use of the term "active" in the GLES 3.0.5
spec, section 2.12.6, and in GLES 3.1 section 7.3.1.
Having separate fields for recording static use and "activeness" of a
variable is the first step to fixing this.
According to the spec, usually only active resources should be
considered when checking use against max limits. Also, only active
uniforms get assigned a location. libANGLE code now correctly checks
the active flag rather than the static use flag in these cases.
The static use field still mirrors the active field for now, since
some code in Chromium also needs to be fixed to use the active field
correctly before the two can diverge.
After Chromium is fixed, we can fix ANGLE so that static use
information is recorded earlier during compilation and will accurately
reflect whether variables are statically used. Currently the compiler
only records variables once some static use may already have been
pruned from the AST.
BUG=angleproject:2262
TEST=angle_unittests, angle_end2end_tests
Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29
Reviewed-on: https://chromium-review.googlesource.com/970962
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
26143fdd
|
2017-11-01T18:19:05
|
|
ES31: Support bindImageTexture on Texture2D for compute shaders on D3D
BUG=angleproject:1987
TEST=angle_end2end_tests
Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1
Reviewed-on: https://chromium-review.googlesource.com/749004
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
8225e73b
|
2017-11-14T16:29:03
|
|
Support struct varying for transform feedback
Capturing struct members is vague In ES 3.00. But the ES 3.10
explicitly says that base-level members of struct are feasible for
transform feedback capture. This implementation fills the gap.
TEST=angle_end2end_tests:TrasnformFeedbackTest*
BUG=angleproject:2241
Change-Id: Ibdf3ae6c2b8b28952e2f7fef1363545cbccad389
Reviewed-on: https://chromium-review.googlesource.com/768613
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
3de2703d
|
2017-11-30T12:16:47
|
|
Fix handling matrix qualifiers on block members
Individual block member row_major/column_major layout qualifiers may
override the qualifiers set on the block. During parsing, this was
already being handled correctly, so that the qualifier is resolved for
each block member and recorded for each TField / InterfaceBlockField.
Now we always write the qualifiers on a per-member granularity to the
output GLSL shaders, so that the native driver gets the correct
per-member qualifiers. This replaces earlier behavior where the matrix
qualifiers were only written per-block.
Also only use qualifiers from individual members in block layout.
Since the block-level qualifier information is no longer used after
parsing, it is no longer kept in the AST. A dummy value is still set
to the InterfaceBlock structs exposed through the ShaderVars
interface, since that has existing usage in Chromium that needs to be
removed before the field can be removed.
Some AMD OpenGL drivers don't seem to handle matrix layout qualifiers
correctly, so most of the added tests need to be skipped for AMD GL.
On NVIDIA and Intel the tests pass.
BUG=angleproject:2271
TEST=angle_unittests, angle_end2end_tests,
dEQP-GLES31.functional.program_interface_query.uniform.matrix*
Change-Id: I1baa7a633bc2da548743c2190cb72db491b5227a
Reviewed-on: https://chromium-review.googlesource.com/800174
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
465835d6
|
2017-09-26T13:34:10
|
|
Support arrays of arrays in the API
The ShaderVariable class that is used as an interface between the
compiler and the rest of the code gets arrays of arrays support.
Array of array variables are passed from the compiler just like any
other variables. However, when stored in Program state each innermost
array constitutes a separate variable. This is done to make the
implementation match the GLES specification for program interface
query APIs.
This will be tested more fully once support for parsing arrays of
arrays lands in the compiler.
TEST=angle_end2end_tests, angle_unittests
BUG=angleproject:2125
Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb
Reviewed-on: https://chromium-review.googlesource.com/684742
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2f294c9a
|
2017-11-20T14:47:26
|
|
Add constructors for TMemoryQualifier and TLayoutQualifier.
These replace the ::create methods, to facilitate constexpr versions.
Also adds a constructor of WorkGroupSize that can be made to be
constexpr.
Bug: angleproject:1432
Change-Id: I413d1a56102c94d6a383775110a2b850a7532ea0
Reviewed-on: https://chromium-review.googlesource.com/776279
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
|
|
cac94a91
|
2017-11-10T10:09:32
|
|
Optimize ShaderVariable::isBuiltIn.
This makes the check a bit faster, by inlining the prefix check.
Also some cleanups to ValidateVertexShaderAttributeTypeMatch.
BUG=angleproject:2202
Change-Id: Ifeab4cd85a91a1639a461f44776a68ac98c5bd79
Reviewed-on: https://chromium-review.googlesource.com/761240
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3a9090fa
|
2017-09-27T14:37:04
|
|
ES31: Add BUFFER_VARIABLE and SHADER_STORAGE_BLOCK program interfaces
This patch collects the shader storage block members information.
It implements getShaderStorageBlockMemberInfo and getShaderStorageBlockSize
for OpenGL backend. Meanwhile, it implements BUFFER_VARIABLE and SHADER_STORAGE_BLOCK
interfaces for program query.
BUG=angleproject:1920
TEST=angle_end2end_tests:ProgramInterfaceTest*
dEQP-GLES31.functional.layout_binding.ssbo*
dEQP-GLES31.functional.compute.basic.empty
dEQP-GLES31.functional.compute.basic.ssbo_rw*
dEQP-GLES31.functional.compute.basic.ssbo_local_barrier*
dEQP-GLES31.functional.compute.basic.copy_image_to_ssbo_small
dEQP-GLES31.functional.compute.basic.copy_ssbo_multiple_groups
dEQP-GLES31.functional.compute.basic.copy_ssbo_multiple_invocations
dEQP-GLES31.functional.compute.basic.copy_ssbo_single_invocation
dEQP-GLES31.functional.compute.basic.copy_ssbo_to_image_small
dEQP-GLES31.functional.compute.basic.shared_var*
dEQP-GLES31.functional.compute.basic.ubo_to_ssbo*
dEQP-GLES31.functional.compute.basic.write_multiple_arr*
dEQP-GLES31.functional.compute.shared_var.basic_type.*
dEQP-GLES31.functional.compute.shared_var.work_group_size.*
dEQP-GLES31.functional.atomic_counter.*
Change-Id: Ie8b81fde5a2e919aab77adb3d137c9ff2f193409
Reviewed-on: https://chromium-review.googlesource.com/712235
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
977abce7
|
2017-11-07T08:03:19
|
|
Refactor interface block linking.
This moves the logic for interface block linking. The new design is
intended to be flexible enough to be passed into a back-end call to
ProgramImpl::link. Then, the Impl object can be responsible for both
filtering out unreferenced interface blocks as well as having access
to the linked interface block information.
A future change will pass the InterfaceBlockLinker objects (or objects
when dealing with ES 3.1 and Shader Storage Blocks) to the Impl. This
will help fix a D3D11 back-end bug where we would need acess to the
Shader objects to finish a deferred uniform block link.
This should also potentially make it easier for the back-ends to
determine Shader Storage Block size and properties without defining
new Impl methods.
BUG=angleproject:2208
Change-Id: Ic5244a808dba44ba1a8c08d9ee701952034d2b18
Reviewed-on: https://chromium-review.googlesource.com/746203
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
ca68d988
|
2017-09-18T16:41:56
|
|
ES31: Add std430 support for OpenGL backend
BUG=angleproject:1920
TEST=angle_unittests
Change-Id: Ie8e171abec053c2c5dca93d6e79db534f74520e7
Reviewed-on: https://chromium-review.googlesource.com/737532
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
e7c2857d
|
2017-10-23T16:29:33
|
|
Clean up direct access of ShaderVariable::arraySize
This change is pure refactoring. It's intended to help with adding
support for arrays of arrays.
BUG=angleproject:2125
TEST=angle_unittests
Change-Id: I82881a98c3c476fd6666a551ce6be255ae0de4cf
Reviewed-on: https://chromium-review.googlesource.com/733127
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
15de9262
|
2017-10-13T11:08:13
|
|
Add array size functions to ShaderVars
These can be used instead of direct access of the arraySize field in
Chromium, so that arrays of arrays support can be implemented inside
ANGLE without breaking the Chromium build.
BUG=angleproject:2125
TEST=angle_unittests
Change-Id: I123c2a18549e8f6e40ade946870a5437faf2155e
Reviewed-on: https://chromium-review.googlesource.com/718201
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
4cc89e2b
|
2017-08-31T14:25:54
|
|
ES31: Enable 'location' layout qualifier on shader interfaces in compiler
This patch enables 'location' layout qualifier for vertex outputs and
fragment shader inputs when the shader version is 3.1 in ANGLE GLSL
compiler and adds the check on location conflicts for these varyings.
According to GLSL ES 3.1 SPEC (Chapter 4.4.1 and Chapter 4.4.2),
'location' layout qualifier is allowed on both inputs and outputs of
vertex and fragment shaders.
'location' layout qualifier on shader interfaces is only valid on shaders
whose version is 3.1 and above. According to GLSL ES 3.0 SPEC, vertex shader
cannot have output layout qualifiers (Chapter 4.3.8.2) and fragment shader
cannot have input layout qualifiers (Chapter 4.3.8.1).
The 'location' qualifier on varyings is used in the shader interface
matching defined in OpenGL ES 3.1. (OpenGL ES 3.1 SPEC Chapter 7.4.1). This
new link rule will be added to Program.cpp in another patch.
For the OpenGL ES 3.1 extension GL_OES_geometry_shader, according to
GL_OES_shader_io_blocks SPEC (Chapter 4.4.1 and Chapter 4.4.2), 'location'
layout qualifier is both valid on geometry shader inputs and outputs. This
feature will be implemented together with other rules on geometry shader
inputs and outputs.
BUG=angleproject:2144
TEST=angle_unittests
Change-Id: I62d85f7144c177448321c2db36ed7aaeaa1fb205
Reviewed-on: https://chromium-review.googlesource.com/645366
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
855d964b
|
2017-05-17T14:05:06
|
|
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>
|
|
d8105a03
|
2017-08-08T09:54:36
|
|
ES31: Implement gl_in in Geometry Shader
This patch intends to implement geometry shader built-in interface
block instance gl_in defined in GL_OES_geometry_shader.
1. Add the definition of gl_in and its interface block gl_PerVertex
into the symbol table.
2. Support gl_Position as a member of gl_in.
3. Set the array size of gl_in when a valid input primitive type is
known.
4. Add check that it should be a compile error to index gl_in or
call length() on gl_in without a valid input primitive declaration.
This patch also adds unit tests to cover all these new features.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: I8da20c943b29c9ce904834625b396aab6302e1e1
Reviewed-on: https://chromium-review.googlesource.com/605059
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
9b11ea4f
|
2017-07-11T16:50:08
|
|
Gather UniformBlock and ShaderStorageBlock separately
Refactor InterfaceBlocks since it only stands for UniformBlock before
ES31. But for ES31, uniform block and shader storage block both belong
to interface block.
This CL will add GetUniformBlocks and GetShaderStorageBlocks in
ShaderLang.h. Meanwhile, keep GetInterfaceBlocks which can return all
the interface blocks together.
BUG=angleproject:1951
Change-Id: I3036e201aadfbd490575ed03538c81bcc3793ff3
Reviewed-on: https://chromium-review.googlesource.com/582546
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
4cdac9eb
|
2017-05-08T11:01:20
|
|
ES31: Add atomic counter for GLSL parsing
This makes shader compiler support the new basic type 'atomic_uint'
and validate its layout qualifiers properly.
BUG=angleproject:1729
TEST=angle_unittests:AtomicCounterTest
angle_deqp_gles31_tests:dEQP-GLES31.functional.atomic_counter.layout.invalid*
angle_deqp_gles31_tests:dEQP-GLES31.functional.debug.negative_coverage.*.atomic*
Change-Id: Ia237eadf6ea72314f436a0abbb93a05598e71eba
Reviewed-on: https://chromium-review.googlesource.com/500088
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
af713a24
|
2017-04-19T09:10:56
|
|
ES31: Implement binding layout for uniform blocks
The binding point of uniform blocks can be specified in shaders with
this CL. See spec ESSL 3.10, section 4.4.4, page 58 for more info.
dEQP-GLES31.functional.ubo.* still can't completely pass as
the missing of arrays-of-arrays feature. Neither can
dEQP-GLES31.functional.layout_binding.ubo.* due to the incomplete
implementation of program interface APIs.
TEST=angle_end2end_tests:UniformBufferTest
BUG=angleproject:1442
Change-Id: If95d468fc109834a132b9b817730d3fdc3a615da
Reviewed-on: https://chromium-review.googlesource.com/483848
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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6ca2b65c
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2017-02-19T18:05:10
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Implement location layout qualifier for uniforms
This is a complete implementation of the uniform location layout
qualifier. Uniform location set in the shader is plumbed to shader
linking, which does several link-time checks for conflicts and
recursively applies the location to struct members.
Validate that location is consistent as specified in the table in
section 9.2.1 of the ESSL 3.10.4 spec. The location set in the shader
overrides the one set via the CHROMIUM_bind_uniform_location API.
Location conflicts must be checked even if the uniforms are not
statically used. Because of this unused uniforms are now recorded
during uniform linking. After linking checks are done, unused uniforms
are pruned from the program state.
Location is validated against the maximum number of uniform locations
at compile time as specified in section 4.4.3 of the ESSL 3.10.4 spec.
All dEQP uniform location tests don't yet pass due to unrelated bugs.
BUG=angleproject:1442
TEST=angle_end2end_tests, dEQP-GLES31.functional.uniform_location.*
Change-Id: I1f968e971f521fbc804b01e1a7c2b4d14f24d20f
Reviewed-on: https://chromium-review.googlesource.com/447942
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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547cbd46
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2017-02-27T11:54:00
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Validate uniform binding at link time
GLSL ES Spec 3.10.4, section 4.4.5 has the rules for linking uniforms
with binding layout qualifiers. If a binding layout qualifier for a
uniform variable is specified in both vertex and fragment shaders, the
qualifiers must match.
BUG=angleproject:1893
TEST=dEQP-GLES31.functional.layout_binding.*binding_contradictory*
Change-Id: I0ae6a1a8967df818be8136510c22daee848b9da7
Reviewed-on: https://chromium-review.googlesource.com/447557
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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861ebb3b
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2016-11-17T16:40:22
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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>
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ea586549
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2016-11-10T17:33:43
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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>
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4c4c8e72
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2016-08-04T12:25:34
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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>
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84954988
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2016-07-12T15:42:18
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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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39046169
|
2016-02-08T15:05:17
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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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a0a9e12d
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2015-09-02T15:54:30
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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>
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37ad4744
|
2015-04-27T13:18:50
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Add support for parsing ESSL3 invariant qualifiers
The parser recognizes ESSL3 invariant variable declaration syntax and
marks the variables as invariant.
In ESSL3, invariant out variables can be linked to non-invariant
in variables, so linking checks should now be different depending on
shading language version. A shading language version dependent varying
matching check is added to the translator API to facilitate this.
Tested by deqp/data/gles3/shaders/qualification_order.html after patching
Chrome to use the new linking check API.
A previous revision of this change that broke API compatibility was
reverted since it broke Chromium FYI bots. This revision keeps deprecated
API functionality around for now so that changes can be rolled
step-by-step to Chromium without breakage.
TEST=WebGL 2 conformance tests, angle_unittests
BUG=angleproject:987
Change-Id: Iecb64e3afd23e267ba999bc17f44390affcdfc13
Reviewed-on: https://chromium-review.googlesource.com/269940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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9e64edce
|
2015-05-07T14:08:06
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Revert "Add support for parsing ESSL3 invariant qualifiers"
Build breaks in GPU FYI bots.
BUG=angleproject:987
This reverts commit 4008879357159c7850cf105f2ae842bc68dd3c18.
Change-Id: Ia88ad302c403c65516c050eb7741316b5097bcfb
Reviewed-on: https://chromium-review.googlesource.com/269847
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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40088793
|
2015-04-27T13:18:50
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|
Add support for parsing ESSL3 invariant qualifiers
The parser recognizes ESSL3 invariant variable declaration syntax and
marks the variables as invariant.
In ESSL3, invariant out variables can be linked to non-invariant
in variables, so linking checks should now be different depending on
shading language version. The varying matching check in the translator
API is changed to be shading language version dependent to facilitate
this.
Tested by deqp/data/gles3/shaders/qualification_order.html after patching
Chrome to use the new linking check API.
TEST=WebGL 2 conformance tests, angle_unittests
BUG=angleproject:987
Change-Id: I3982feff7380c4dfc647940ee03a020692dd0c59
Reviewed-on: https://chromium-review.googlesource.com/267663
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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55def583
|
2015-05-04T11:24:57
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translator: Fix variable collection for gl_DepthRange.
*re-land with Linux fixes, and fix for locations*
This built-in uniform wasn't being collected in VariableInfo.cpp.
Also remove the existing workaround for D3D gl_DepthRange
collection.
BUG=angleproject:991
BUG=478570
Change-Id: Iba84651bfc58f82fd4ce039421874f561f83c348
Reviewed-on: https://chromium-review.googlesource.com/268840
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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26e1a466
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2015-05-01T19:19:19
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|
Revert "translator: Fix variable collection for gl_DepthRange."
Build errors on Linux:
error: comparison of integers of different signs: 'const int' and 'const unsigned int'
BUG=angleproject:991
BUG=478570
This reverts commit f1ae954b660cb058c40665b623f4d689b65180d4.
Change-Id: I217aba1b32dc0e70d6153337a1f0ccef0483a0e1
Reviewed-on: https://chromium-review.googlesource.com/268792
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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f1ae954b
|
2015-05-01T13:33:57
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translator: Fix variable collection for gl_DepthRange.
This built-in uniform wasn't being collected in VariableInfo.cpp.
Also remove the existing workaround for D3D gl_DepthRange
collection.
BUG=angleproject:991
BUG=478570
Change-Id: Ie254132e37c307323ba9e6e1705d138eea67b520
Reviewed-on: https://chromium-review.googlesource.com/268524
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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e9cc469f
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2015-02-19T16:00:13
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Accept mismatching auxiliary interpolations.
The ES3.1 spec, and discussion on Khronos.org, confirm that dEQP is
correct in accepting mismatching centroid specifiers in shader
linkage. Mismatching flat/smooth is still a link error.
Fixes:
shaders.linkage.varying.rules.differing_interpolation_2
Change-Id: I3016f4147e7c1b16b02371ee95866c8daf826212
Reviewed-on: https://chromium-review.googlesource.com/251205
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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0a73dd85
|
2014-11-19T16:18:08
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|
Fix include guards.
BUG=angle:733
Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced
Reviewed-on: https://chromium-review.googlesource.com/230831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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ed13636a
|
2014-10-03T13:23:01
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Add type comparison, type retrieval, original name retrieval to ShaderVariable.
This is needed to effectively use the new APIs to get shader variable info.
BUG=angle::770
TEST=ShaderVariableTest
Change-Id: Ia591eb567868ebe898f4a7449c64167ad212f59b
Reviewed-on: https://chromium-review.googlesource.com/221388
Tested-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
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a6f267f9
|
2014-08-27T11:44:15
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Fix row-major layout tracking in interface blocks.
Some block field types, such as nested structs, were bugged. This
only affects our "CollectVariables" path, not our current HLSL
UBO path.
BUG=angle:466
Change-Id: I2b8daf58aa7ec1ad06a80d38f57e76087eacccdc
Reviewed-on: https://chromium-review.googlesource.com/213503
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
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42bcf32e
|
2014-08-25T16:20:46
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Refactor ShaderVariables to store fields in the base.
Instead of only storing structure information in Varyings, Uniforms
and Interface Block Fields, store it in the base class. Also only
store base variable information for struct fields, instead of fully
typed information. This works because stuff like interpolation type,
invariance, and other properties are for the entire variable, not
individual fields.
Also add new fields for interface block instance name, varying
invariance and structure name for all struct types.
BUG=angle:466
Change-Id: If03fc071e6becb7aad6dea5093989bba7daee69e
Reviewed-on: https://chromium-review.googlesource.com/213501
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
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a2ad4e8a
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2014-07-17T14:16:32
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Export shader variables from the translator DLL.
This will allow us to use these methods when compiling the translator
as a DLL.
BUG=angle:466,697
Change-Id: Ic9169fb7c69fe0bf5f98addfc128a30ee6b2159d
Reviewed-on: https://chromium-review.googlesource.com/208752
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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e294bb87
|
2014-07-17T14:16:26
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Add new shader inspection APIs.
Each new entry point corresponds to one of the variable types:
varyings, attributes, uniforms, output variables, and interface
blocks. They return a pointer to the vector with all of the
parsed variables, which then the app can copy to its own memory.
Currently we do not support the staticUse field in the HLSL
translator.
BUG=angle:466
Change-Id: I7dc09e761ab070feef5360ad27740110c44853b3
Reviewed-on: https://chromium-review.googlesource.com/208750
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
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13cfd276
|
2014-07-17T14:16:28
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Move shader variables header to include folder.
This allows the API to query for clear type introspection into the
parsed GL types from the translator. The returned types are not
expanded and have properly nested fields.
This patch uses the types from ShaderVars.h to return GL type
information. The app must include this header to get access to
the types structs.
BUG=angle:466
Change-Id: I28ad0d6f11a964804dd234ef0d00651f665d1ae3
Reviewed-on: https://chromium-review.googlesource.com/208751
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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