src/libANGLE/renderer/d3d


Log

Author Commit Date CI Message
Jamie Madill 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>
Austin Kinross f01ac9fb 2015-11-19T15:48:22 Fix D3D static buffer cache cleanup logic BUG=angleproject:197 Change-Id: Ia71f4063fa13c72a3a8bd41ec8fe01a762543796 Reviewed-on: https://chromium-review.googlesource.com/313468 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jacek Caban 2302e69a 2015-12-01T12:44:43 Fixed compilation with mingw. Change-Id: I8102ce4dd934ac247a29e31140d3a1eca691802f Reviewed-on: https://chromium-review.googlesource.com/315060 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Dian Xiang 0e4c8e73 2015-11-16T19:19:34 Using dirty bit notification for D3D11 rasterizer state BUG=angleproject:1161 This is a continuation of the dirty bit refactor Change-Id: I78ab046aaeb7de6dd288433c86e6524dcb2d6a66 Reviewed-on: https://chromium-review.googlesource.com/312837 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Dian Xiang <dianx@google.com>
Dian Xiang 83af74f5 2015-11-13T16:39:53 Using dirty bit notification for D3D11 depth stencil state BUG=angleproject:1161 This is a continuation of the dirty bit refactor Change-Id: If7d523e6200fef631051cab0bde47fdec8385c17 Reviewed-on: https://chromium-review.googlesource.com/312722 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
Jamie Madill 8d9f35f1 2015-11-24T16:10:20 Re-land "D3D11: Fix Integer Texture Cube mip mapping." We were missing both the correct SRV parameter, as well as the full computation of the mip level in the HLSL. Re-land makes the mip computation only happen with implicit sampling. Before it would confuse the LOD0 computation. BUG=angleproject:1208 TEST=dEQP-GLES3.functional.texture.* Change-Id: I4b579033afe5cd1aca1f2d017e48a74c7fc324cc Reviewed-on: https://chromium-review.googlesource.com/314330 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 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>
Jamie Madill 6328667d 2015-11-24T13:00:08 Add gl_FragDepth support for D3D11/ES3. An incorrect check was blocking existing support we added for the extension. BUG=angleproject:1226 Change-Id: I335053b1bebb37fd9296b36702031bd34c1bb59e Reviewed-on: https://chromium-review.googlesource.com/313992 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6b120b9f 2015-11-24T13:00:07 Add checks for FBO attachment layer. We would allow the app to attach layers that were out-of-bounds. Fix this by checking against the underlying resource dimensions. Also rework the code a bit to clean up the texture size query, which is available from the ImageDesc. BUG=angleproject:869 Change-Id: I984f1db16daea6ca650d795884d8ec2cb8f05ebb Reviewed-on: https://chromium-review.googlesource.com/313991 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ee322723 2015-11-24T20:42:48 Revert "D3D11: Fix Integer Texture Cube mip mapping." 2 tests failed: dEQP_GLES3.Default/functional_shaders_texture_functions_texture_isamplercube_vertex (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) dEQP_GLES3.Default/functional_shaders_texture_functions_texture_usamplercube_vertex (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) BUG=angleproject:1208 This reverts commit 5778557fe99e300f245a7bfc2200f6b0179e3fbf. Change-Id: I6f7441bdbfbf937680b0d572645edee8ece649a1 Reviewed-on: https://chromium-review.googlesource.com/314301 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill cc86d64e 2015-11-24T13:00:07 Make Framebuffer size check ES2-only. This is an ES2-only incompleteness check. We also need to require matching dimensions in D3D11, but make this an implementation specific check. Also make all implementation specific errors 'UNSUPPORTED' since that catches all "non-ES" framebuffer restrictions. Note that we can't be conformant here in D3D11 currently, since the spec only makes an exception for mismatching formats for UNSUPPORTED, not for size checks. However, we don't have an easy solution. BUG=angleproject:1225 Change-Id: Ic80a04bce397fc12643b010c874f432033babc5d Reviewed-on: https://chromium-review.googlesource.com/313990 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5778557f 2015-11-23T09:37:44 D3D11: Fix Integer Texture Cube mip mapping. We were missing both the correct SRV parameter, as well as the full computation of the mip level in the HLSL. BUG=angleproject:1208 Change-Id: I345b1e0895495654de3863c4ebcc395d9b7371b9 Reviewed-on: https://chromium-review.googlesource.com/312060 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 847638a6 2015-11-20T13:01:41 Re-land "D3D: Generate more shader debug info by default." Re-land with fix for shader size query. The debug info can be very useful to WebGL developers. Instead of hiding the feature behind an unsupported and broken flag, always enable it so that WebGL devs can access the useful translated info. Change the debug info policy to build the full info (including generated assembly) in Debug, and all info excepth the assembly in Release. BUG=angleproject:1179 Change-Id: I812b2c9ba98cb8c9d5ec95721441c70e8990b626 Reviewed-on: https://chromium-review.googlesource.com/313600 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang 451cb838 2015-11-11T10:45:57 Using dirty bit notification for d3d11 blend state BUG=angleproject:1161 This is a re-land for commit ff2ab57. Dirty bits didn't check for sampleMask, hence when sampleMask changed and nothing else, d3D states didn't update. This commit also focuses on blend state for d3d11 to make the cl change smaller and more manageable. This commit also some performance regression issues that were occuring in commit ff2ab57 Change-Id: I866066689911870a84125fa2150f9efbf1405ad0 Reviewed-on: https://chromium-review.googlesource.com/312468 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Dian Xiang <dianx@google.com>
Jamie Madill 57d116a4 2015-11-20T17:59:18 Revert "D3D: Generate more shader debug info by default." Has a bug where we would return the wrong size for the query. BUG=angleproject:1179 This reverts commit 6de4d49477986339a92b542a18df22c49d10cf14. Change-Id: Ib58aaf0b58d8f20765f7267b29acd8c62d287525 Reviewed-on: https://chromium-review.googlesource.com/313552 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6de4d494 2015-11-19T14:08:34 D3D: Generate more shader debug info by default. The debug info can be very useful to WebGL developers. Instead of hiding the feature behind an unsupported and broken flag, always enable it so that WebGL devs can access the useful translated info. Change the debug info policy to build the full info (including generated assembly) in Debug, and all info excepth the assembly in Release. BUG=angleproject:1179 Change-Id: I25656b76b8437cb2edc9d88cd33f2c4d19b6a3f0 Reviewed-on: https://chromium-review.googlesource.com/313160 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill c22fef94 2015-11-19T13:55:27 D3D11: Fix instancing draw with line loops. We were missing the implementation for the instanced draw for these. Implement them in the same way as for triangle fan. BUG=angleproject:1101 Change-Id: I444f3a23383c63b8df6f9ebe25b255c8890632a1 Reviewed-on: https://chromium-review.googlesource.com/313007 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill a0537333 2015-11-19T13:55:26 D3D: Fix incorrect instanced vertex offsets. The spec says that DrawElements is equivalent to the instanced call with an instance ID of zero. This patch fixes a bug in our VertexDataManager where we would sometimes ignore the attribute divisor for DrawElements, and stream the wrong amount of data/wrong start offset. BUG=angleproject:1213 TEST=dEQP-GLES3.functional.draw.draw_elements.* TEST=dEQP-GLES3.functional.draw.draw_range_elements.* TEST=dEQP-GLES3.functional.draw.random.* Change-Id: I1c430a14ab3be68a24e233e9cdd1e4fd88c920a0 Reviewed-on: https://chromium-review.googlesource.com/312062 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 84b0c3b7 2015-11-05T15:15:28 Re-land "In D3D, cache static vertex buffers to prevent wasteful recreation" BUG=angleproject:197 Changes since first failed patch: - Optimized BufferD3D::getStaticVertexBuffer() - Removed loop to commit static buffers - Out-of-date static buffers (which are much rarer anyway after this patch) are marked for deletion at the *next* draw call, rather than searched for before each draw call. That search was expensive. The change should see a net improvement to DrawCallPerfBenchmark for D3D null. Change-Id: If4942e0afd9e8fefadce8820a1305e13636547ef Reviewed-on: https://chromium-review.googlesource.com/311115 Tested-by: Austin Kinross <aukinros@microsoft.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 55c25d0c 2015-11-18T13:08:08 D3D11: Fix varying packing with structs. Previously we would try to pass an entire struct through HLSL's shader interface. Instead, split this off as if each field was its own variable, which seems to be spec compliant (see ESSL 3.10). In the future we may want to fix register packing to use specific components of float4/int4/uint4 HLSL registers. This could also fix the remaining bugs in the SM3 packing. TEST=dEQP-GLES3.functional.shaders.linkage.varying.* BUG=angleproject:910 BUG=angleproject:1202 Change-Id: I1fd8b4505abc39bd2385ed5c088c316d55d0bc2c Reviewed-on: https://chromium-review.googlesource.com/311242 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9fc3682c 2015-11-18T13:08:07 D3D: Rework varying packing code. In D3D we pack varyings by making a register map, and using the recommended GLSL ES algorithm to reserve register space. We use this map to assign row and column slots to each varying and then produce a semantic index value. The existing scheme had a number of bugs, and was failing several angle_end2end_tests. The new design cleans up the code somewhat and uses a different counting scheme for the semantic indexes: just sort the varyings in packing order and use a simple incrementing semantic index per varying. In SM4+, the HLSL compiler sorts and packs the varyings correctly itself, and in SM3, handle the cases we don't support by returning an error instead of a D3D compiler link error. Also refactor how we store varying information for TF Feedback/ StreamOut. Only store the necessary D3D information, instead of extra information like the name and type. This fixes several tests in GLSLTest/*. This also will allow us to fix interpolation qualifier packing and the structure packing in HLSL, which seems to work differently than the rest of the varying types. BUG=angleproject:1202 TEST=bots,dEQP-GLES3.functional.transform_feedback.* Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639 Reviewed-on: https://chromium-review.googlesource.com/311241 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e39a3f0a 2015-11-17T20:42:15 ProgramD3D: Move some common code into a Metadata class. This metadata class captures some of our commonly referenced but also complex flats into a shared place. We can then re-use them in the semantic code, the DynamicHLSL linking code, and the program code. Refactoring patch only. BUG=angleproject:1202 Change-Id: I8b6088cfa5488c5173a6f06c15abab5a4ead4cb8 Reviewed-on: https://chromium-review.googlesource.com/311700 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Minmin Gong a37c6137 2015-11-11T17:06:53 D3D11: Fix GL_ETC1_RGB8_OES format. Passes all ETC1 related dEQP tests on Windows. BUG=angleproject:1212 TEST=dEQP-GLES2.capability.extensions.compressed_texture_formats.GL_OES_compressed_ETC1_RGB8_texture TEST=dEQP-GLES2.functional.texture.format.* TEST=dEQP-GLES2.functional.texture.wrap.* TEST=dEQP-GLES2.functional.texture.filtering.* TEST=dEQP-GLES3.functional.texture.format.compressed.etc1* TEST=dEQP-GLES3.functional.texture.filtering.* Change-Id: I937b039f90161bb5e8777766ea0c032ddfbbf159 Reviewed-on: https://chromium-review.googlesource.com/312416 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Minmin Gong <mgong@microsoft.com>
Jamie Madill 65345da4 2015-11-13T11:25:23 Re-land "D3D: Move some varying packing code into a new file." Re-land with fix for compile errors. Refactoring patch which moves code only. Work and full description will follow in a subsequent CL. BUG=angleproject:1202 Change-Id: Ib7c7dbd32491cdd9512dbecdc0e1e90303d8f28d Reviewed-on: https://chromium-review.googlesource.com/312481 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill bbdeeb18 2015-11-12T15:42:16 Revert "D3D: Move some varying packing code into a new file." Compile error: c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\dynamichlsl.cpp(508) : error C3861: 'getSemanticInfo': identifier not found c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\dynamichlsl.cpp(642) : error C3861: 'getSemanticInfo': identifier not found BUG=angleproject:1202 This reverts commit d992cde27ea6ffd71205399c3ddb88c7085c99b4. Change-Id: I11f34d2ac4cc047c397e45348cb9502676380be0 Reviewed-on: https://chromium-review.googlesource.com/312480 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill d992cde2 2015-11-10T14:42:08 D3D: Move some varying packing code into a new file. Refactoring patch which moves code only. Work and full description will follow in a subsequent CL. BUG=angleproject:1202 Change-Id: I60346c516209a0517fc2bac38e0d04ff56bcbc3c Reviewed-on: https://chromium-review.googlesource.com/311260 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 28afae5d 2015-11-09T15:07:57 Rename LinkedVarying to D3DVarying. Also move this type to D3D-only world. It was only used in the D3D renderer and has specific stuff like register/semantic indexes. Refactoring patch to clean up further work with Varyings. BUG=angleproject:1202 Change-Id: I4b1d6899e9eef356efc7d11e9cd6cf88b234aa76 Reviewed-on: https://chromium-review.googlesource.com/311240 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 076ca26f 2015-11-06T13:04:15 D3D11: Implement fixed primitive restart with tri fans. Similarly to line loops, we fully unpack the index data into a triangle list. BUG=angleproject:597 Change-Id: Icf91cb77df0a941640e34a975898543e1dac5752 Reviewed-on: https://chromium-review.googlesource.com/310501 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross a313f7aa 2015-10-28T12:58:03 Refactor EGLDeviceEXT to remove renderer dependency BUG=angleproject:1190 Change-Id: I38604de469c5f7efaf37bcebf20bc6425df35e62 Reviewed-on: https://chromium-review.googlesource.com/309512 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
Corentin Wallez 5576734a 2015-11-06T14:43:37 Remove DynamicHLSL_unittest.cpp For some reason it cause compile errors with clang on Windows, potentially with a wrong include order. BUG=None Change-Id: I11e9ab4dcc9f601b7d61616c7f61786bec29df91 Reviewed-on: https://chromium-review.googlesource.com/311151 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 0d3537c2 2015-11-06T13:04:14 D3D11: Implement ES3 primitive restart with line loops. Unpack the index data into line strips, which can result in a dynamically number of indices. To this end use a scratch vector in Renderer11 so we don't end up allocating memory every draw call. BUG=angleproject:597 Change-Id: Id3270611023cb6d163cd024e078d30ba5556e2ad Reviewed-on: https://chromium-review.googlesource.com/310500 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4dd1e55f 2015-11-06T14:23:24 D3D11: Implement basic primitive restart. D3D11 handles primitive restart similarly to OpenGL's fixed index, with a couple differences. It can't be toggled off, so we need to restrict the max element index (handled in a prior patch), and for smaller buffer types we need to rewrite the index data. BUG=angleproject:597 Change-Id: Ib890ce9b3f5511784138ea3953a384b1c483ca9e Reviewed-on: https://chromium-review.googlesource.com/309639 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 63e4e724 2015-11-06T19:15:11 Revert "Using dirty bits notification for blend state" Failing the dEQP-GLES3 tests: http://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20dEQP%20%28NVIDIA%29/builds/4036/ 3 tests failed: dEQP_GLES3.Default/functional_multisample_fbo_4_samples_sample_coverage_invert (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) dEQP_GLES3.Default/functional_multisample_fbo_8_samples_sample_coverage_invert (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) dEQP_GLES3.Default/functional_multisample_fbo_max_samples_sample_coverage_invert (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) BUG=angleproject:1161 This reverts commit ff2ab571b00023926ce39a91bfe20e13578d1281. Change-Id: Ibf61fc2c64ffc31778645bfe0292516b1f107397 Reviewed-on: https://chromium-review.googlesource.com/311243 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5b58cae2 2015-11-05T14:51:47 Revert "In D3D, cache static vertex buffers to prevent wasteful recreation" Perf bisect traced performance regression to this CL: 8.1% regression in angle_perftests/DrawCallPerf_d3d9_null/score 6.2% regression in angle_perftests/DrawCallPerf_d3d11_null/score BUG=angleproject:197 This reverts commit 868651d334d060458af13c7ff9211c2f72be0cad. Change-Id: Iaba7eb4e574eb886496361e61fd5fe78ca14dcb8 Reviewed-on: https://chromium-review.googlesource.com/311150 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang ff2ab571 2015-10-05T16:48:06 Using dirty bits notification for blend state BUG=angleproject:1161 Dirty bit notifications are used in GL for state tracking, but not D3D. Before, D3D would use memcmp to check a change in state for every call. This showed up as a hot spot in the perf test runs. Hence, switching D3D over to the dirty bit system similar to GL backend will help. Change-Id: I482edc852f1dcc888af3038ff3a61916496a02bc Reviewed-on: https://chromium-review.googlesource.com/305295 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e79b1e14 2015-11-04T16:36:37 D3D11: Restrict use of MAX_UINT element indexes. We need to block the app from using MAX_UINT on D3D11 because we can't disable primitive restart on this platform. Instead generate an INVALID_OPERATION error, which is spec-compliant in ES3 because the result is undefined behaviour. This is also compliant with WebGL which explicitly defines an error here. BUG=angleproject:597 Change-Id: I7ebc5371b63ff860dc6dddf79939e9629ebb2a3c Reviewed-on: https://chromium-review.googlesource.com/309638 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho f0915a89 2015-11-03T11:15:36 Fix standalone build in MSVS 2013 Range-based for loop saves the end iterator by assigning it to a variable, so the iterator class needs to have a copy constructor at least on some C++ compiler implementations. The issue got introduced by a chain of three commits, so it's better to just fix the issue rather than revert them all. TEST=build on Windows Change-Id: Ib6d8d7e97559838eaac44279454197445535f256 Reviewed-on: https://chromium-review.googlesource.com/309723 Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill c7a92fdb 2015-10-29T10:08:09 D3D11: Fix provoking vertex for flat triangle strips. Triangle strips alternate the provoking vertex based on the primitive, so use the primitive ID in the GS to determine this. This might interact poorly with primitive restart, so we might have to use a slow path for that. BUG=angleproject:754 Change-Id: I4f6f520887d4c4c52d2ad020e6db148607f68325 Reviewed-on: https://chromium-review.googlesource.com/309156 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3e14e2b1 2015-10-29T14:38:53 D3D11: Fix basic provoking vertex flat shading cases. The enables geometry shaders that correct for the flat shading on provoking vertexes. It does not fix it for triangle strips, or in conjunction with primitive restart (which is not yet implemented in D3D11). Also ensure we do not regress with flat shading enabled and transform feedback. In cases where we use flat shading, do a double draw call, first with an untransformed vertex stream, and no geometry shader, then with the geometry shader enabled. This also fixes the dEQP fragment output tests with ints. BUG=angleproject:754 Change-Id: Ib37e8ec32d19db17ea5d4dc88158cdae0c956bfc Reviewed-on: https://chromium-review.googlesource.com/309155 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f4b2c4fd 2015-10-29T14:38:54 Refactor DynamicHLSL geometry shader code more. This refactor adds a typed iterator class for helping to iterate over varying registers from packed varyings. We use the same iteration logic in several places and it has a triple loop, so encapsulating this into an iterator class keeps it cleaner. The other change is to use std::stringstream in places where we would return a std::string. These refactorings will aid in subsequent work to implement provoking vertex fixes and to refactor our varying packing algorithm. BUG=angleproject:754 Change-Id: Id44a1f68ccd4edc3458f1cf514f5eab4b8cd4151 Reviewed-on: https://chromium-review.googlesource.com/309811 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4e31ad55 2015-10-29T10:32:57 D3D11: Add dynamic geometry shaders. The geometry shader we want will depend on our current draw mode, and if we're using flat shading in the shader. Without flat shading, we'll still be using them only for point sprites, but for other primitive types with flat shading enabled, we'll be using them to correct the provoking vertex order with D3D11. Note: no new features in this CL, those are turned on in follow-ups. BUG=angleproject:754 Change-Id: Iabf13ffd582f5a7200ee0df5aa9c3671aa7b6ed4 Reviewed-on: https://chromium-review.googlesource.com/309154 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 76f8fa66 2015-10-29T10:32:56 Refactor Geometry Shader support to enable pass-through. This should be a refactoring change only. The new code is exercised in follow-up CLs. BUG=angleproject:754 Change-Id: I99285e1e7772cae467013102f25c911ebc9f54a9 Reviewed-on: https://chromium-review.googlesource.com/309153 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 868651d3 2015-08-31T15:31:18 In D3D, cache static vertex buffers to prevent wasteful recreation BUG=angleproject:197 Change-Id: I66cd10609b2edbcf12b99530eafe1727511fe515 Reviewed-on: https://chromium-review.googlesource.com/296503 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 7c89d248 2015-10-13T12:45:59 Reland Fixed FL9_3 shaders that use glPointCoord without glPointSize. This change fixes a Shader error on FL9_3 that reports Vertex/Pixel Shader linkage signatures between stages being incompatible when glPointCoord is used without glPointSize. Change-Id: I107d06692c5375c07544038f5f4429c1e8d6e313 Reviewed-on: https://chromium-review.googlesource.com/305395 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 81820494 2015-10-26T13:18:51 Don't use static const & locals for format tables. This hits an unimplemented feature in Clang. Work around this by using values instead of references. BUG=angleproject:1160 Change-Id: I94b08d8fd9a09bbbfbe4bcd1b6f9d7f0031ce18d Reviewed-on: https://chromium-review.googlesource.com/308910 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross bc781f31 2015-10-26T09:27:38 Re-re-land "Add GL_OES_vertex_array_object to D3D11 and GL renderers" + Include fixed validation logic for GL_UNPACK_SKIP_IMAGES and GL_UNPACK_ROW_LENGTH + Include fix for Clang build break BUG=angleproject:1186 Change-Id: I403a066e29614f532db6931755265d2ee088d442 Reviewed-on: https://chromium-review.googlesource.com/308746 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5296141b 2015-10-26T15:33:27 Revert "Re-land "Add GL_OES_vertex_array_object to D3D11 and GL renderers"" Fails build on Clang because Caps.cpp defines a constructor initializer out-of-order with the member variable order in the header. BUG=angleproject:1186 This reverts commit 7432321e03a70a99639b149f44cf80086feb4ea2. Change-Id: I2840d02e6e7b6bbc76eb495b5462c43116a5c4a6 Reviewed-on: https://chromium-review.googlesource.com/308800 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 587f3c35 2015-10-22T14:00:30 Refactor RendererD3D::applyShaders. Reduce the argument count to make future refactorings easier. BUG=angleproject:754 Change-Id: Ia8acfc2bc8f922ad6a115e198ea51a62710a422c Reviewed-on: https://chromium-review.googlesource.com/307873 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 334d615f 2015-10-22T14:00:28 Fix up the style in DynamicHLSL a bit. Use std::stringstream when possible, and use Context's caps instead of the Renderer's. BUG=angleproject:754 Change-Id: I2dc773709bbd612ab7ea372a358337c0a81869a3 Reviewed-on: https://chromium-review.googlesource.com/307872 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jacek Caban b2e2425a 2015-10-05T16:03:10 Fixed compilation on mingw. BUG=angleproject:1184 This is reland of parts of commit 566273222683314d. It also adds <algorithm> include in FunctionsWGL.cpp, which is needed for std::find on GCC. Change-Id: I852008087afa6b12da6e7e29934fa83390fded21 Reviewed-on: https://chromium-review.googlesource.com/308090 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Dian Xiang 0450dfcc 2015-09-17T11:25:27 Changed GetTextureFormatInfo to use static switch BUG=angleproject:1160 The find of the map table in GetTextureFormatInfo is showing up as a hotspot in draw call perf benchmark. Switching the map into a static switch should make it more efficient. Other tables that only GetTextureFormatInfo uses is also converted into static switching instead of maps for performance. Other tables include swizzle_format_table and load_functions_table which are both only used by GetTextureFormatInfo to generate the TextureFormat for a given internalFormat and d3d device caps. The static switches for each table is generated using a python script named gen_*.py. The data for each table is stored in JSON files. This makes it more flexible for additions and deletions. Change-Id: I0f40fcc2a215c85661863ea225891071cb2f2c71 Reviewed-on: https://chromium-review.googlesource.com/301770 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Dian Xiang <dianx@google.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 7432321e 2015-10-23T10:07:18 Re-land "Add GL_OES_vertex_array_object to D3D11 and GL renderers" Include fixed validation logic for GL_UNPACK_SKIP_IMAGES and GL_UNPACK_ROW_LENGTH BUG=angleproject:1186 Change-Id: I9910a67733702a05991f62129d200ea39adb910c Reviewed-on: https://chromium-review.googlesource.com/308421 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 023a290e 2015-10-23T16:43:24 Revert "Add GL_OES_vertex_array_object to D3D11 and GL renderers" This is failing the WebGL 2 test: WebglConformance.conformance2_state_gl_get_calls http://build.chromium.org/p/chromium.gpu.fyi/builders/Win8%20Debug%20%28NVIDIA%29/builds/9807 Also the dEQP-GLES3 tests: dEQP-GLES3.functional.state_query.integers.unpack_skip_images_get* BUG=angleproject:1186 This reverts commit eb36e275b8f63ebd442a2580e858ef671ddfe1be. Change-Id: If903c471f4610ac0b33a268df42f3329d672f429 Reviewed-on: https://chromium-review.googlesource.com/308460 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross eb36e275 2015-10-20T13:44:10 Add GL_OES_vertex_array_object to D3D11 and GL renderers BUG=angleproject:1186 Change-Id: I7c685084b42f977902228cadca3263064881ba77 Reviewed-on: https://chromium-review.googlesource.com/307038 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Kenneth Russell e4bd0418 2015-10-21T17:00:06 Enable EXT_discard_framebuffer in ANGLE's D3D11 backend. This doesn't seem to cause the video-related WebGL test failures anymore that were previously seen. BUG=497445 Change-Id: I705ae8735823ab7f4b26cf7696cdb746936e4447 Reviewed-on: https://chromium-review.googlesource.com/308001 Tryjob-Request: Kenneth Russell <kbr@chromium.org> Tested-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 6ea6f942 2015-09-11T13:11:22 Support GL_ETC1_RGB8_OES. Passes all dEQP tests related to etc1. Reland: Updated to work with the D3D11 renderer and re-tested with chromium's gles2_conform_test. Change-Id: Id2ce1b0eb58129152f67016ce2dc3ab19208269c Reviewed-on: https://chromium-review.googlesource.com/299770 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang aa71b58c 2015-08-27T13:11:20 Lazily load the Blit11 buffers and state objects. BUG=angleproject:1014 Change-Id: I46629253d164a7522c3a97574fcf591f395b04ea Reviewed-on: https://chromium-review.googlesource.com/295144 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jinyoung Hur 85769f0d 2015-10-20T17:08:44 Re-land "Only require that the stencil masks are same as many effective bits set" It seems reasonable to validate the equality between stencilWriteMask and stencilBackWriteMask only by comparing the effective bits. An existing dEQP test[1] and a WebGL test[2] also use the max size of stencil bits for checking the stencil mask values. [1] StencilWriteMaskSeparateTestCase (gles3/functional/ es3fIntegerStateQueryTests.cpp) [2] https://www.khronos.org/registry/webgl/sdk/tests/conformance/state/ gl-get-calls.html (Search for "minimumRequiredStencilMask ") Re-land with fix for Clang warning. Change-Id: I4cadaffced04ca55fa6daf7ac6a462368e0cfeec Reviewed-on: https://chromium-review.googlesource.com/307530 Reviewed-by: Jinyoung Hur <hurims@gmail.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 1220bbbd 2015-10-20T21:04:11 Revert "Only require that the stencil masks are same as many effective bits set" Reverting temporarily, causes a compile warning with Clang: ..\..\third_party\angle\src\libANGLE\renderer\d3d\d3d11\Renderer11.cpp(242,7) : error: field 'mDebug' will be initialized after field 'mCurStencilSize' [-Werror,-Wreorder] mDebug(nullptr), ^ 1 error generated. ninja: build stopped: subcommand failed. http://build.chromium.org/p/tryserver.chromium.win/builders/win_clang_dbg/builds/98 This reverts commit 685aa4b87d2c6a3f13134c77af8690e5f3d6aa6d. Change-Id: I9dab08b26e2eddf508a7bcde7813c25be350bf31 Reviewed-on: https://chromium-review.googlesource.com/307520 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang de6144f1 2015-10-20T10:55:44 Add support for EAC and ETC2 texture formats with D3D11. Passes: * dEQP-GLES3.functional.implementation_limits.num_compressed_texture_formats * dEQP-GLES3.functional.implementation_limits.compressed_texture_formats * dEQP-GLES3.functional.texture.*eac* * dEQP-GLES3.functional.texture.*etc2* BUG=angleproject:598 Change-Id: Iaec1756b540f8f44c821fd8b9ba63f115ebe6de0 Reviewed-on: https://chromium-review.googlesource.com/305520 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross fe7e9ed4 2015-10-13T14:36:00 Make DebugAnnotator::getStatus work on Windows 10 (WinRT) Change-Id: I860a814490ac643eb3d7d1b770c956f0dce3e39e Reviewed-on: https://chromium-review.googlesource.com/305309 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill d2c52e3b 2015-10-14T17:07:05 Fix debug annotations and shaders. The Program refactor inadvertantly broken Debug annotations. Fix this by correctly passing the path to the temporary shader source in the first "C" string argument to ShCompile, instead of as the first part of the source string. BUG=angleproject:1177 TEST=manual testing with MSVS Change-Id: Ie77bb11b51645a474b542ddd2ae0f391e019e341 Reviewed-on: https://chromium-review.googlesource.com/306210 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jinyoung Hur 685aa4b8 2015-09-29T00:58:02 Only require that the stencil masks are same as many effective bits set It seems reasonable to validate the equality between stencilWriteMask and stencilBackWriteMask only by comparing the effective bits. An existing dEQP test[1] and a WebGL test[2] also use the max size of stencil bits for checking the stencil mask values. [1] StencilWriteMaskSeparateTestCase (gles3/functional/ es3fIntegerStateQueryTests.cpp) [2] https://www.khronos.org/registry/webgl/sdk/tests/conformance/state/ gl-get-calls.html (Search for "minimumRequiredStencilMask ") Change-Id: I68cefbe8a9f69c5a9ebcb30027a05581e3024add Reviewed-on: https://chromium-review.googlesource.com/302703 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jinyoung Hur <hurims@gmail.com> Commit-Queue: Jinyoung Hur <hurims@gmail.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Cooper Partin e115c3be 2015-10-14T13:55:10 Fixed incorrect buffer count for emulated points rendering Emulated points rendering for FL9_3 was getting lucky because the value of maxDiff just happened to be large enuough to include the additional pointsprite vertex buffer in the total buffer count used in IASetVertexBuffers. maxDiff is calculated while buffers and offsets are being configured. The pointsprite buffer was not updating maxDiff resulting in an off-by one calculation which causes TDRs on some Qualcomm chipsets. This issue was discovered using Cocos2dx. BUG=angleproject:1176 Change-Id: I3b3af1757e1cef48bbc62e68695a3e239fef77bf Reviewed-on: https://chromium-review.googlesource.com/305752 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Austin Kinross d4d5084b 2015-10-07T15:57:42 Fix "blob content mismatch between level9 and d3d10 shader" errors on 9_3 Fixes these dEQP failures on 9_3: + dEQP-GLES2.functional.shaders.struct.local.loop_nested_struct_array_vertex + dEQP-GLES2.functional.shaders.struct.local.loop_nested_struct_array_fragment Change-Id: I3e3b3552fe842c8a3c04363bf966c121e40dd9dc Reviewed-on: https://chromium-review.googlesource.com/304489 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Geoff Lang <geofflang@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
Minmin Gong adff67b5 2015-10-14T10:34:45 Re-land "Implements more pack/unpack states." Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels. Note that PBOs are not covered by this change. Re-land with fix for test expectations. BUG=angleproject:512 BUG=angleproject:1095 Change-Id: I71d8d3bd8fc1f2c75ca16ac2634d5eafcbd71f26 Reviewed-on: https://chromium-review.googlesource.com/305522 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill c7473924 2015-10-14T14:33:19 Revert "Implements more pack/unpack states. Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels. Note that PBOs are not covered by this change." Expectations still not correct. This removes suppressions for two failing tests: functional.texture.specification.teximage3d_depth_pbo.depth_component32f_2d_array dEQP-GLES3.functional.texture.specification.teximage3d_depth_pbo.depth32f_stencil8_2d_array BUG=angleproject:512 BUG=angleproject:1095 This reverts commit 72e7013e68a24107b9082629fc52d59a78998eb2. Change-Id: Id81b6e616e61535b8504890ce57591813e22af69 Reviewed-on: https://chromium-review.googlesource.com/305521 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e73a1e84 2015-10-13T19:30:04 Revert "Fixed FL9_3 shaders that use glPointCoord without glPointSize." Failing test in angle_end2end_tests: GLSLTest.MaxMinusTwoVaryingVec4PlusTwoSpecialVariables: program link failed: C:\fakepath(87,5-18): error X4000: variable 'output' used without having been completely initialized This reverts commit 73e32ee161b7b613e9e25e3cc393851c430eeb98. Change-Id: Ie47cb3a92ccfa1271a880a8b7e5a87b05963bab9 Reviewed-on: https://chromium-review.googlesource.com/305530 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Minmin Gong 72e7013e 2015-10-01T17:19:45 Implements more pack/unpack states. Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels. Note that PBOs are not covered by this change. BUG=angleproject:512 BUG=angleproject:1095 Change-Id: Ia2fd7e52615d4aa08011dd615fcc20b79672d355 Reviewed-on: https://chromium-review.googlesource.com/304908 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 73e32ee1 2015-09-21T14:30:14 Fixed FL9_3 shaders that use glPointCoord without glPointSize. This change fixes a Shader error on FL9_3 that reports Vertex/Pixel Shader linkage signatures between stages being incompatible when glPointCoord is used without glPointSize. Change-Id: I93ffb6c6dd38f26e2156a374b1b58ecc3a5f250b Reviewed-on: https://chromium-review.googlesource.com/301450 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Cooper Partin <coopp@microsoft.com>
Jamie Madill 4a3c2341 2015-10-08T12:58:45 Program: Clean up UBO info gathering. The data size & block member info was getting messy, so clean up how we query this from the Impl layer. Also remove the register information from gl::UniformBlock, moving it into the D3D-only world. BUG=angleproject:1172 Change-Id: I40af658ebbd6b7c1a4251906a387ebcbb621cf77 Reviewed-on: https://chromium-review.googlesource.com/304150 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill 000b2f49 2015-10-09T15:33:14 Revert "Implements more pack/unpack states. Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels." This is causing failures in dEQP-GLES3.functional.texture.specification.teximage3d_depth_pbo.depth_component24_2d_array First failing build on the bot: http://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20dEQP%20%28NVIDIA%29/builds/3635 Please fix the failure and re-land your CL with the fix. BUG=angleproject:512 BUG=angleproject:1095 This reverts commit f1bb3f0569d5ef41b17f8ad0add7308f9d0f0de1. Change-Id: I30f61db888b0adf73a1d98bbeeb2428068119627 Reviewed-on: https://chromium-review.googlesource.com/304990 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Minmin Gong f1bb3f05 2015-10-01T17:19:45 Implements more pack/unpack states. Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels. BUG=angleproject:512 BUG=angleproject:1095 Change-Id: I11e3bc05d23419b72c92b96aabd3f0bacd983626 Reviewed-on: https://chromium-review.googlesource.com/304370 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 6d85f039 2015-10-07T15:50:23 Fix WinRT compilation issue in ShaderD3D.cpp Change-Id: If7bd4e9cdba3d893f2ee28a70b894af3fb37ae30 Reviewed-on: https://chromium-review.googlesource.com/304488 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jacek Caban 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>
Geoff Lang c46cc2f3 2015-10-01T17:16:20 Remove ProgramImpl::getBinaryFormat. Because we only expose GL_ANGLE_program_binary, we're only allowed to use the GL_PROGRAM_BINARY_ANGLE binary type. This should be enforced at the GL level. If implementations wish to use multiple types of formats internally, they are able to by writing those enums to their binaries. BUG=angleproject:882 BUG=angleproject:1123 Change-Id: I43685958814e4333b7cef3952d92c1017dc885f8 Reviewed-on: https://chromium-review.googlesource.com/303827 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2b280922 2015-10-01T17:05:15 Remove the unused ProgramImpl::getShaderVersion method. BUG=angleproject:882 BUG=angleproject:1123 Change-Id: Iace1d6c2c594f0b00c18d595f14cef9bce6f3595 Reviewed-on: https://chromium-review.googlesource.com/303826 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 5d124a69 2015-09-15T13:03:27 Support UBOs in RendererGL and ProgramGL. Reland: fix compile warnings on Windows. BUG=angleproject:882 BUG=angleproject:883 Change-Id: If4844d50d43ff9b765f64606e8f08d65a1afd9a4 Reviewed-on: https://chromium-review.googlesource.com/303431 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang cf2dbd91 2015-10-01T15:48:22 Revert "Support UBOs in RendererGL and ProgramGL." Compile error. This reverts commit 97d82b724b71be464f2aff377f056cade44fca94. Change-Id: I71ae10cb01b8ded0297eaf4742fb1098ce02a9bb Reviewed-on: https://chromium-review.googlesource.com/303303 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 97d82b72 2015-09-15T13:03:27 Support UBOs in RendererGL and ProgramGL. BUG=angleproject:882 BUG=angleproject:883 Change-Id: I36f8ef42d87e289658a6ba4899380bc72b9bcebf Reviewed-on: https://chromium-review.googlesource.com/299871 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 9bf70365 2015-09-30T15:07:48 Fix a possible OOB read in InsertD3D11FormatInfo. It's unclear how this might happen, as it's during static map init, but add a fail-safe to be sure. BUG=526779 Change-Id: I5aa33f9bed30d4a8c1e9937a0b8c5fd11a7503d7 Reviewed-on: https://chromium-review.googlesource.com/302385 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang db3dd083 2015-09-16T20:16:01 Refactoring TextureFormat and its helper functions to individual classes BUG=angleproject:1160 This is the first step to BUG=angleproject:1160, optimizing GetTextureFormatInfo to use static switching rather than building maps and using the find function. Also reordered the includes in alphabetical, src files first format The next step is to modify the GetTextureFormatInfo not to build a map but to use static switching. The step after that is to use a JSON generator to generate the switching, hence refactoring TextureFormat to be in its own class so we only need to generate what's necesary. The helper functions such as swizzle texture format can also be done using the same approach. Hence, they're also refactored into their own files. Change-Id: I753f437ca0df69ee5584d254fe0d2ea8b09a857e Reviewed-on: https://chromium-review.googlesource.com/300288 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
Geoff Lang 0af0b81d 2015-09-23T13:56:25 Add a SamplerImpl object and implement it for the GL backend. Passes all tests in dEQP-GLES3.functional.samplers BUG=angleproject:1162 Change-Id: I7713031a677aac2b41889a6b4297ab512e184863 Reviewed-on: https://chromium-review.googlesource.com/301582 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 69cce580 2015-09-17T13:20:36 Split the SamplerState struct into SamplerState and TextureState. SamplerState is now only the members that are overridden by a sampler object, this makes it easy to update those specific members. Opted for getters and setters for each member in Texture and Sampler because it will be required to enable dirty bits for these states. Added maxAnisotropy to the SamplerState instead of texture state. The sampler objects extension mentions it should be there. BUG=angleproject:1162 Change-Id: I5aa6d702bd5915ee9df1976afef3c8c1f69d27c8 Reviewed-on: https://chromium-review.googlesource.com/300490 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 006cbc5b 2015-09-23T16:47:54 Remove rx::ShaderSh and move the shared code to the GL. The GL layer can interact with the translator directly, to query all the active shader variables and call ShCompile. BUG=angleproject:1159 Change-Id: I334a9bef28f93cf85dd8cac0fb8542ac567cc3ec Reviewed-on: https://chromium-review.googlesource.com/299877 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 91445bce 2015-09-23T16:47:53 Make a shader Shader::Data state structure. This design follows the similar designs for Program, Framebuffer, etc. Because of the current design, share a mutable pointer with the Impl so the patch becomes a bit smaller and easier to review. In a follow- up patch we can move the shared code into the GL layer. BUG=angleproject:1159 Change-Id: Ib243e74779f23be51cdca80f1b5c6e5f3e36059d Reviewed-on: https://chromium-review.googlesource.com/299876 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 046e53e3 2015-09-23T16:47:52 Add an interm ShaderSh class. This class logic will eventually move to the GL layer. Keep it in the Renderer layer for now for refactoring purposes. BUG=angleproject:1159 Change-Id: I91843099367f9a0293cc43ab98626bf79eb75ebf Reviewed-on: https://chromium-review.googlesource.com/299875 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3d3d2f20 2015-09-23T16:47:51 Re-re-land "Move sampler validation to the GL layer." This previously was D3D-only, but is required for every draw call. This completes the work of removing the D3D-specific Impl methods from ProgramImpl. Also add several regression tests to cover texture and sampler validation. Re-land with a fix for duplicate sampler active uniforms. Re-re-land with a fix for a test comparison warning on Linux. BUG=angleproject:1123 Change-Id: Iaf7b33861c07b9ceed4bd53ac2f010d35f05df45 Reviewed-on: https://chromium-review.googlesource.com/301712 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6d246510 2015-09-23T18:04:10 Revert "Re-land "Move sampler validation to the GL layer."" Build failure on Linux: In file included from ../../third_party/angle/src/tests/gl_tests/UniformTest.cpp:7: In file included from ../../third_party/angle/src/tests/test_utils/ANGLETest.h:10: ../../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/gl_tests/UniformTest.cpp:487:5: note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here EXPECT_EQ(GL_SAMPLER_2D, type); ^ BUG=angleproject:1123 This reverts commit 6cbf4385280c4c1dd97f0882ecb18dbc4c341fd4. Change-Id: I95279b37d253e3ea78faa53f3773f2dc3d17df95 Reviewed-on: https://chromium-review.googlesource.com/302030 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 7a041518 2015-09-16T08:58:47 Fixed FL9_3 shaders that use glPointSize without GL_POINTS mode This change fixes rendering on FL9_3 with shaders that reference glPointSize and are not used with GL_POINTS rendering mode. A TDR occurs on some hardware because of missing vertex buffers specified by the vertex layout. Change-Id: Ie49b75f7177c32c7f021a0409d15c27b18140c4b Reviewed-on: https://chromium-review.googlesource.com/299719 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 83f349ea 2015-09-23T09:50:36 Remove CompilerImpl and merge code to gl::Compiler. This class uses no Impl-specific code. We can also do a similar code relocation for the gl::Shader class, but in several steps because it is a bit more complex. BUG=angleproject:1159 Change-Id: I4d3ce3253df0a2bdee1d98e46cfd4b999d86be6e Reviewed-on: https://chromium-review.googlesource.com/299874 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6cbf4385 2015-09-22T19:12:11 Re-land "Move sampler validation to the GL layer." This previously was D3D-only, but is required for every draw call. This completes the work of removing the D3D-specific Impl methods from ProgramImpl. Also add several regression tests to cover texture and sampler validation. Re-land with a fix for duplicate sampler active uniforms. BUG=angleproject:1123 Change-Id: Iefef06e7901873c98bf2ba7864efd16a4c6435d3 Reviewed-on: https://chromium-review.googlesource.com/301581 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 3edfe034 2015-09-04T16:38:24 Support primitive restart in RendererGL. Store index ranges in a new struct that tracks how many real indices were seen. Update index caching to key on primitive restart being enabled and update index counting functions to skip primitive restart indicies when needed. Passes dEQP-GLES3.functional.primitive_restart.* Change-Id: Id1e25a5adcdcd4e998836e8ff6679c64be4c3066 Reviewed-on: https://chromium-review.googlesource.com/297770 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross 8f68be8b 2015-09-15T15:35:11 In WinRT XAML, allow eglCreateWindowSurface to be called from any thread Before this change, eglCreateWindowSurface had to be called from one specific XAML thread, which may have been a different thread to the one where rendering was performed. This change fixes this, so eglCreateWindowSurface can be called from any thread. Change-Id: Ic383a508c223d1b0463e8a8f1d8e8d6880c26844 Reviewed-on: https://chromium-review.googlesource.com/300131 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 3aa23a7c 2015-09-22T19:03:33 Revert "Move sampler validation to the GL layer." Probably causing failures in the dEQP-GLES2 GL back-end tests: dEQP-GLES2.functional.uniform_api.info_query.basic.sampler2D_both BUG=angleproject:1123 This reverts commit 6fa156b66da2090c98f1a044a948694c7ac83324. Change-Id: I3cc993c34aae4a108037ce81709b71d16ece814e Reviewed-on: https://chromium-review.googlesource.com/301580 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6fa156b6 2015-09-22T10:17:01 Move sampler validation to the GL layer. This previously was D3D-only, but is required for every draw call. This completes the work of removing the D3D-specific Impl methods from ProgramImpl. Also add several regression tests to cover texture and sampler validation. BUG=angleproject:1123 Change-Id: I167cbc8f47b4a397d2ae6cc507bdac35168bcacd Reviewed-on: https://chromium-review.googlesource.com/299400 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang c5b2ba53 2015-09-17T19:54:27 Revert "Avoid a copy in TextureStorage11::setData" Speculative fix for performance regression. BUG=532647 This reverts commit 9cf9bcbecaa1e54a47a92eb784e7f591f7b65c57. Change-Id: I53e41f6c17f89c400e38bfcdf3147946c27906c0 Reviewed-on: https://chromium-review.googlesource.com/300540 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Dian Xiang a492883b 2015-09-15T10:11:17 Optimizing updatecachedInputLayout to not update inactive vertex attribs BUG=angleproject:1158 part a We only need to iterate and update the active attributes in a program. This can further be optimized by updating the cache more intelligently, possibly by marking attributes as "need update" when necessary Change-Id: I41e9c033116582c82a56b8d20ea245f06e8fa3d1 Reviewed-on: https://chromium-review.googlesource.com/299758 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 98c56da4 2015-09-15T15:45:34 Fix warning about out-of-order field initialization. Change-Id: I38a3f93ea07c9bbd779d18bf7d3e2a5a6ee4113a Reviewed-on: https://chromium-review.googlesource.com/299772 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org> Tested-by: Nico Weber <thakis@chromium.org>