|
8b5e8fdb
|
2017-12-15T14:59:15
|
|
Replace remaining usage of TName with TSymbol
TName used to contain just a subset of the information stored in
TSymbol. It makes more sense to use TSymbol directly instead of
converting it to TName.
This also improves type safety a bit by making some functions only
take in TVariable or TFunction instead of the more generic TName.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Icb46923c25d33ebbbbc06ddc487da25957dda771
Reviewed-on: https://chromium-review.googlesource.com/829143
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
93b059db
|
2017-12-20T12:46:58
|
|
Index symbols by id in OutputHLSL
This is cleaner than indexing them by their name string.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I0d0ef5e3f6a3f26c94f096b086cdf3da40d495e4
Reviewed-on: https://chromium-review.googlesource.com/845559
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
d8724a94
|
2017-12-29T18:40:36
|
|
Start D3D constant register allocations from 1 on NVIDIA
Recent NVIDIA drivers have a bug where a specific optimized path
inside the driver doesn't handle constant register 0 correctly. Work
around this by starting constant register allocations from 1. This
should make sure that the bug doesn't trigger if the ordering of
uniforms is changed on the D3D backend.
The repro case seems to require some specific driver state to be set
that's used inside Chromium. Because of this we have not been able to
develop a standalone test case so far.
The maximum number of available uniform slots is reduced accordingly.
This should not take them below required minimums in the spec.
BUG=angleproject:2294
TEST=WebGL tests on passthrough command buffer,
angle_end2end_tests --gtest_filter=*GLSLTest*Uniform*
Change-Id: I92fff71efe5432ea7f15a7e90d497492514c65dc
Reviewed-on: https://chromium-review.googlesource.com/847481
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
4728bdc8
|
2017-12-20T17:51:08
|
|
Unify looking for symbols with a specific name in the AST
Keep only one traverser for looking up symbol nodes by name instead
of having two largely identical ones.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I36e906258180e22b7b1353cab79d90266d99fa0e
Reviewed-on: https://chromium-review.googlesource.com/836895
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
bed35d76
|
2017-12-20T16:36:26
|
|
Don't query names of empty symbols
This makes it possible to return a reference from TSymbol::name()
instead of a pointer. This is safer since it completely avoids the
possibility of a nullptr dereference. An assert is making sure that
the function is not being called for empty symbols.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I44279f65989dbb828322843fc0216ba84d91dedf
Reviewed-on: https://chromium-review.googlesource.com/836894
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b8cb939f
|
2017-12-20T14:23:19
|
|
Fix tracking variables in folded ternary operators
The result of folding a ternary operator may be a TIntermSymbol node
where the qualifier doesn't match the qualifier of the variable that
the node is referring to.
Get the qualifier from the variable instead of directly from
TIntermSymbol when collecting variables in CollectVariables or when
tracking referenced variables in OutputHLSL.
BUG=angleproject:2288
TEST=angle_unittests, angle_end2end_tests
Change-Id: If294a7fe9dca50f2ebcea3feff887e72a521d395
Reviewed-on: https://chromium-review.googlesource.com/836893
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b6af22b5
|
2017-12-15T14:05:44
|
|
Store TVariable* in TIntermSymbol instead of storing id
This is an intermediate step to only storing a TVariable * in
TIntermSymbol instead of copying the name.
This makes it possible to get a constant value out of a TIntermSymbol
without doing a symbol table lookup.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ibff588241a4ad4ac330063296273288b20a072c9
Reviewed-on: https://chromium-review.googlesource.com/829142
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
beb6dc74
|
2017-12-14T16:03:03
|
|
Always use TFunction instead of TFunctionSymbolInfo
This reduces unnecessary memory allocations and conversions between
different objects containing the same data.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I87316509ab1cd6d36756ff6af7fa2b5c5a76a8ea
Reviewed-on: https://chromium-review.googlesource.com/827134
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
1bb8528c
|
2017-12-14T13:39:53
|
|
Remove TFunctionSymbolInfo from TIntermAggregate
All the information stored in TFunctionSymbolInfo was duplicated from
the TFunction that the aggregate node pointed to.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: I1f5574ab0416e5cae00c3dae6fc11d2fe1fa128c
Reviewed-on: https://chromium-review.googlesource.com/827065
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
37385e11
|
2017-12-19T11:50:30
|
|
Emulate tanh on HLSL
This ensures mathematically correct results on large inputs.
BUG=chromium:795269
BUG=angleproject:1093
TEST=dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh*
Change-Id: Id5ba05a3284e51a34f196b419abef0f4a41551e0
Reviewed-on: https://chromium-review.googlesource.com/832463
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
ae4dbf32
|
2017-12-08T20:49:00
|
|
Don't allocate name strings for empty symbols
This removes unnecessary memory allocations.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Ide575ea19ab2f8e9fc93092490f1352efa6024a3
Reviewed-on: https://chromium-review.googlesource.com/817415
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
12a18ad3
|
2017-12-01T16:59:47
|
|
Simplify interface block instance recording
Instead of storing instance names as part of TInterfaceBlock, store
instance names only in interface block instance symbols. Wherever the
instance name is needed it can be fetched from the instance symbol.
BUG=angleproject:2267
TEST=angle_end2end_tests
Change-Id: Ia265e4db7901eebec57c9c3769d84c17651a35ba
Reviewed-on: https://chromium-review.googlesource.com/803221
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
57ea533f
|
2017-11-22T14:04:48
|
|
TType: Store array sizes vector as a pointer.
This makes TType a literal type, and thus is something that could be
constexpr.
Work started by jmadill here: https://crrev.com/c/776278
Bug: angleproject:1432
Change-Id: I707ddf81eaf029f49d62d2836b7166d265cbdfa1
Reviewed-on: https://chromium-review.googlesource.com/786316
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
bd3cd506
|
2017-11-03T15:48:52
|
|
Clean up HLSL constructor output
Split generating HLSL struct constructors from generating built-in
type constructors, as these didn't have much in common. Struct
constructors are now only generated when they are needed, as opposed
to before, when they were generated on any use of a struct.
This changes built-in constructor naming to include "_ctor" and gets
rid of having special built-in type names just for constructors.
This will make it easier to do changes to constructor output, for
example to add constructors for structs in std140 layout. This might
be needed to implement SSBOs efficiently.
This includes one bug fix for writing out struct declarations for
varyings.
Also improves const-correctness of accessing structs through TType
in general.
BUG=angleproject:2218
TEST=angle_unittests, angle_end2end_tests
Change-Id: If865fb56f86486b9c4a2c31e016ea16427f4a5fa
Reviewed-on: https://chromium-review.googlesource.com/753883
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
2ef23e2d
|
2017-11-01T16:39:11
|
|
Fix writing uniform block maps to HLSL output
HLSL output maps structs in std140 uniform blocks to a different
layout in order to eliminate padding. The padding may have been
inserted to comply with std140 packing rules.
There used to be two issues in writing the maps: Sometimes the same
map could be written multiple times, and the maps were not being
written for uniform blocks with instance names.
Rewrite how the uniform buffer struct maps get generated so that
the code works correctly. Instead of flagging accesses, structs inside
uniform blocks are gathered from uniform block declarations. When
accesses to structs in uniform blocks are written out in OutputHLSL,
it's checked whether a mapped struct needs to be used instead of the
original one.
This code could still be optimized further by limiting mapped structs
generation to those ones that really need to be used. This is left to
be done later.
BUG=angleproject:2084
TEST=angle_end2end_tests
Change-Id: Iee24b3ef15847d2af64554ac74b8e4be5060d18c
Reviewed-on: https://chromium-review.googlesource.com/751506
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
89a69a03
|
2017-10-23T12:20:45
|
|
Generate performance warnings in HLSL translation
Generate performance warnings for some code that undergoes heavy
emulation when translated to HLSL:
1. Dynamic indexing of vectors and matrices.
2. Non-empty fall-through cases in switch/case.
The warnings are generated only when code is translated to HLSL.
Generating them in the parsing stage would add too much maintenance
burden.
Improves switch statement fall-through handling in cases where an
empty fall-through case follows a non-empty one so that extra
performance warnings are not generated.
BUG=angleproject:1116
Change-Id: I7c85d78fe7c4f8e6042bda72ceaaf6e37dadfe6c
Reviewed-on: https://chromium-review.googlesource.com/732986
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
711b7a12
|
2017-10-09T13:38:12
|
|
ES31: Support images in the compiler on D3D backend.
BUG=angleproject:1987
TEST=angle_end2end_tests
Change-Id: I83f5f9ffda7e676a8f98b963d1f1c50e9463faf4
Reviewed-on: https://chromium-review.googlesource.com/706247
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
2d88e9bc
|
2017-07-21T16:52:03
|
|
Guarantee that symbol nodes get unique ids
The code is refactored so that symbol nodes can only be initialized
with an unique id object. This prevents accidentally forgetting to
create an id for a symbol node.
This opens up possibilities for future optimization: For example the
names and types of symbols could be stored in a central location
inside the SymbolTable, and TIntermSymbol nodes would only need to
store the symbol id. The symbol id could be used to look up the name
and type of the node.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: Ib8c8675d31493037a5a28c7b36bb9d1113cc10f6
Reviewed-on: https://chromium-review.googlesource.com/580955
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
40dbdd6c
|
2017-10-13T13:34:19
|
|
Clean up remaining extra semicolons from HLSL output
There are many types of statements after which a semicolon is not
needed. Skip writing the semicolon in HLSL output in these cases to
make the output code more readable.
BUG=angleproject:1013
TEST=angle_end2end_tests
Change-Id: I8f6a5e4ecfe5def456fdf19cca5ca451c13d7f35
Reviewed-on: https://chromium-review.googlesource.com/718420
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
923ecef6
|
2017-10-11T12:01:38
|
|
Fix switch statement validation corner cases
The grammar needs to generate AST nodes even for no-op statements,
since they might be the last statement in a switch statement that is
required for switch statement validity. Change the grammar to generate
nodes from empty blocks and empty declarations.
We also need to do some further processing of the AST. This is because
PruneEmptyDeclarations will still remove empty declarations, and at
least the NVIDIA driver GLSL compiler doesn't accept some types of
no-op statements as the last statement inside a switch statement. So
after parsing has finished we do rudimentary dead code elimination to
remove dead cases from the end of switch statements.
BUG=angleproject:2181
TEST=angle_unittests
Change-Id: I586f2e4a3ac2171e65f1f0ccb7a7de220e3cc225
Reviewed-on: https://chromium-review.googlesource.com/712574
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
852fe873
|
2017-10-10T15:13:59
|
|
Fix HLSL for switch statements that don't end in a branch
In case the last case inside a switch statement is not terminated in
a branch statement, RemoveSwitchFallThrough needs to add it before
calling handlePreviousCase. This ensures that all preceding
fall-through cases will get a copy of the branch statement and so will
not fall through.
This also fixes running RemoveSwitchFallThrough so that it's only
executed once per each switch statement.
The error was not caught by the dEQP tests, so a new ANGLE test is
added.
BUG=angleproject:2178
TEST=angle_end2end_tests
Change-Id: I26b6989aa4d32de2d74cde56d72ee24f61195445
Reviewed-on: https://chromium-review.googlesource.com/709196
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
af5070f7
|
2017-10-10T13:53:25
|
|
Hide RemoveSwitchFallThrough implementation in the .cpp file
This cleans up the API provided by RemoveSwitchFallThrough.h, and adds
documentation about caveats of RemoveSwitchFallThrough. This change is
pure refactoring without any functional changes.
BUG=angleproject:2177
TEST=angle_end2end_tests
Change-Id: I2646e4fe3b53130b07977823cb1344e5096f67e4
Reviewed-on: https://chromium-review.googlesource.com/709194
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8886f0fc
|
2017-10-10T11:59:45
|
|
Clean redundant semicolons from HLSL branch statements
Branch statements can only exist inside block nodes. The block node
that contains a branch will take care of writing a semicolon after
each statement.
BUG=angleproject:1013
TEST=angle_end2end_tests
Change-Id: Ie5d9077c5d2e090c704282dba39b4d46845cbf1e
Reviewed-on: https://chromium-review.googlesource.com/708894
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
2a1e8f95
|
2017-07-14T11:49:36
|
|
Refer to GLSL extensions through TExtension enum
Extensions are now referred to by enum values instead of strings most
of the time. This gets rid of unnecessary copying of strings. The code
is easier to work with than before as typoing the extension enum names
will be caught by the compiler.
BUG=angleproject:2147
TEST=angle_unittests
Change-Id: Ifa61b9f86ef03211188fc23bc23a5ce4e4d8c390
Reviewed-on: https://chromium-review.googlesource.com/571002
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ec3a9cbb
|
2017-09-07T12:18:01
|
|
Only support GL_OVR_multiview extension variant
The WebGL spec proposal was changed so that only GL_OVR_multiview
extension name is supported, instead of having two variants
OVR_multiview and OVR_multiview2. We're only supporting the WebGL
version of the shader extension, so we drop compiler support for
GL_OVR_multiview2. Shader restrictions were also removed from the
WebGL spec, so no special validation for how ViewID_OVR gets used is
needed.
Tests that were testing for the shader restrictions are either removed
or changed from negative tests to positive tests.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: I83f92b879376d41b727b5aca419fd75fb6f53477
Reviewed-on: https://chromium-review.googlesource.com/654608
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
72b4e1e5
|
2017-08-31T15:42:56
|
|
D3D11: Add support for multiview layered rendering
A branch is added in the geometry shader to select either the
viewport, or texture layer which is being rendered to based on the
value of a uniform in the driver constant buffer. Using this approach
there is no need for separate programs for side-by-side and layered
rendering.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I66701164ff02a851c13695d5409f8ad350534e69
Reviewed-on: https://chromium-review.googlesource.com/645547
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
96f6adfa
|
2017-08-16T11:18:54
|
|
Add support for arrays of arrays in AST processing
Data concerning arrays of arrays is added in TType.
Parsing arrays of arrays and support for arrays of arrays in
TPublicType are still left to be implemented later.
ShaderVariable interface for arrays of arrays is also left to be
implemented later.
We rely on existing test coverage to make sure that arrays of arrays
are not accidentally exposed.
BUG=angleproject:2125
TEST=angle_unittests, angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: Ie17d5ac9b8d33958e9126dc0fb40bf1c81ddeec9
Reviewed-on: https://chromium-review.googlesource.com/616146
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
41ac68e7
|
2017-06-06T12:16:58
|
|
Select viewport index in GS for multi-view instanced rendering
The patch extends the OutputHLSL and DynamicHLSL translators to
select the viewport index in the geometry shader and propagate
the ViewID variable to the fragment shader.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I9e344a7521e2e1137e6eb38d0bfecea8bece778f
Reviewed-on: https://chromium-review.googlesource.com/608967
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
e86db0c1
|
2017-08-11T15:24:58
|
|
Remove unused vectorSize() from OutputHLSL
BUG=angleproject:2125
TEST=compile
Change-Id: Ideae29190bd9cd56ecdc0ea31a078d4460413540
Reviewed-on: https://chromium-review.googlesource.com/616145
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
599555b5
|
2017-08-15T11:12:42
|
|
Clean up createSamplerSymbols
The arrayOfStructsSize parameter can always be determined from the
TType object, so there's no need to pass it to
TType::createSamplerSymbols. Furthermore, it's more natural to do
the processing for arrays of structs in TType::createSamplerSymbols,
rather than in the TStructure::createSamplerSymbols helper it is
using.
Also rename some parameter names, and move createSamplerSymbols
implementation to Types.cpp.
This refactoring change prepares for implementing arrays of arrays.
BUG=angleproject:2125
TEST=angle_end2end_tests
Change-Id: I3f8bec711c0434677ebcf3741abb4f910c36dba3
Reviewed-on: https://chromium-review.googlesource.com/614883
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
28839f03
|
2017-08-15T11:38:16
|
|
Fix handling sampler arrays in structs as function arguments on HLSL
Some of the code was written under the mistaken assumption that
createSamplerSymbols would be splitting sampler arrays in structs into
individual samplers. Fix it by adding array dimensions to sampler
parameters generated by createSamplerSymbols when necessary.
BUG=angleproject:2128
TEST=angle_end2end_tests
Change-Id: Ie622c777d78ae65b5629d12e0ae574800c1b78f5
Reviewed-on: https://chromium-review.googlesource.com/614882
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
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>
|
|
ed049ab4
|
2017-06-30T17:38:33
|
|
HLSL: Fix handling arrays of structs in interface blocks
In HLSL output, structs in interface blocks are not accessed directly.
Rather they get copied from the D3D constant buffer to static structs
in the shader header. Fix generating the copy/init code in the header
to handle arrays of structs correctly.
BUG=angleproject:2084
TEST=angle_end2end_tests
Change-Id: If66bd5be3f3570ba591b8b62c5284c06fc83dd45
Reviewed-on: https://chromium-review.googlesource.com/608448
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
3860b6c0
|
2017-07-19T16:17:24
|
|
Fix arrays of structs containing samplers as parameters on HLSL
In HLSL output, samplers are never passed to functions as arrays, but
rather sampler array arguments are expanded into single sampler and/or
texture arguments. This applies also when the samplers were inside
arrays of structs in the original source.
BUG=angleproject:2103
TEST=angle_end2end_tests
Change-Id: Ib1fcba0c0ab3da592d15272eb56a03c3e536f349
Reviewed-on: https://chromium-review.googlesource.com/576041
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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282847e9
|
2017-07-12T14:11:01
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|
Clean up recording declarations in OutputHLSL
Relying on the AST conforming to known limitations makes the code for
recording referenced varyings easier to understand.
BUG=angleproject:2104
TEST=angle_end2end_tests
Change-Id: Icdcd7602f6ed54fa439f989bf256e261627d11f5
Reviewed-on: https://chromium-review.googlesource.com/568018
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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ff526f14
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2017-06-30T12:26:54
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|
Fix variable vs. function name conflict in HLSL output
GLSL ES spec accepts the case where an initializer of a variable calls
a function with the same name as the variable. The HLSL compiler
doesn't accept that. Work around this limitation in the HLSL compiler
by disambiguating user-defined functions from variables with a
different prefix.
BUG=angleproject:2095
TEST=angle_end2end_test, angle_unittests
Change-Id: I41b32a3fcc6fd4c548e8dc3aa680d1b07fcf8719
Reviewed-on: https://chromium-review.googlesource.com/557872
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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e72595b4
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2017-06-06T15:12:26
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|
Rename EOpFaceForward to EOpFaceforward.
This mirrors the spec naming and makes auto-gen a little easier.
BUG=chromium:697758
Change-Id: I9bcbc2c874b9a93a6d542aedf2b239f01ee708ce
Reviewed-on: https://chromium-review.googlesource.com/526393
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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73badc07
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2017-03-29T19:14:53
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|
ES31: Implement glDispatchCompute for D3D backend
BUG=angleproject:1955
TESTCASE=angle_end2end_tests
Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf
Reviewed-on: https://chromium-review.googlesource.com/462067
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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8fab320c
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2017-05-08T18:22:22
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|
Share a single TOperator enum among all constructor AST nodes
The code is a lot simpler when the type information is only carried
in the TType of the node, instead of being partially duplicated in the
enum value.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I956376225ec01e469c7afb7378fa48cc097c0cea
Reviewed-on: https://chromium-review.googlesource.com/498768
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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4f285443
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2017-04-21T12:15:49
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|
Refactoring: replace NULL by nullptr for pointers (2nd CL).
This CL mainly handles the pointer comparisons (== or !=).
BUG=angleproject:2001
Change-Id: I25ac3b61032e7ad91459a1c6541cadc87cf9b160
Reviewed-on: https://chromium-review.googlesource.com/483935
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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d7297bfb
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2017-04-19T15:27:10
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|
Code refactoring: replace NULL by nullptr for pointers.
This is the frist change to replace NULL by nullptr.
It handles the initialization and assignment for pointers.
BUG=angleproject:2001
Change-Id: I6d4bb198a72e38b867cd2f65a6e6f2f61339a0b5
Reviewed-on: https://chromium-review.googlesource.com/481600
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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ec9232bd
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2017-03-27T17:01:37
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|
Store unmangled function names in the AST
This makes the code simpler across the board. There are a few cases
where mangled names still need to be generated in AST traversers, but
they are outweighed by much leaner output code for all function nodes.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: Id3638e0fca6019bbbe6fc5e1b7763870591da2d8
Reviewed-on: https://chromium-review.googlesource.com/461077
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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92db39e8
|
2017-02-15T12:11:04
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|
Fix multisample texture operations crashing HLSL generation
This includes a partial implementation of multisample texture
operations on the HLSL backend. It can't be fully tested yet, since
the API side isn't implemented.
BUG=angleproject:1442
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.*
(successfully compiles instead of crashing)
Change-Id: Ief782db28388a3f8fd8113cc86ce3c4f500f322a
Reviewed-on: https://chromium-review.googlesource.com/443264
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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74da73fe
|
2017-02-01T15:37:48
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|
Add ESSL 3.10 ldexp/frexp builtins
This adds new built-ins found in ESSL 3.10 section 8.3 Common
Functions.
This includes constant folding support for ldexp and support for both
GLSL and HLSL output. In HLSL these functions need to be emulated.
BUG=angleproject:1730
TEST=angle_unittests
Change-Id: I1330e69978b0cf53efbc3416150194764414e96c
Reviewed-on: https://chromium-review.googlesource.com/435342
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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25aef453
|
2017-01-29T16:15:44
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|
Add new ESSL 3.10 pack/unpack builtins
This adds new built-ins found in ESSL 3.10 section 8.4 Floating-Point
Pack and Unpack Functions.
This includes constant folding support and support for both GLSL and
HLSL output. In HLSL all of these functions need to be emulated.
BUG=angleproject:1730
TEST=angle_unittests
TEST=dEQP-GLES31.functional.shaders.*pack*norm4x8*
Change-Id: Ibed60286a366cd35c4faafd405e79af562a02a06
Reviewed-on: https://chromium-review.googlesource.com/434170
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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1ecd14b8
|
2017-01-26T13:54:15
|
|
Fold user-definedness of function nodes into TOperator
Whether a function call is user-defined is not orthogonal to TOperator
associated with the call node - other ops than function calls can't be
user-defined. Because of this it makes sense to store the user-
definedness by having different TOperator enums for different types of
calls.
This patch also tags internal helper functions that have a raw
definition outside the AST with a separate TOperator enum. This way
they can be handled with logic that is easy to understand. Before this,
function calls like this left the user-defined bit unset, despite not
really being built-ins either. The EmulatePrecision traverser uses
this. This is also something that could be used to clean up built-in
emulation in the future.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I597fcd9789d0cc22b689ef3ce5a0cc3f621d4859
Reviewed-on: https://chromium-review.googlesource.com/433443
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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9250cb24
|
2017-01-21T10:51:27
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|
Add ESSL 3.10 integer math built-ins
This adds built-ins found in ESSL 3.10 section 8.8 Integer functions.
This includes constant folding support for functions that may be
constant folded, and support for both GLSL and HLSL output. In HLSL
several of the functions need to be emulated.
The precision qualification for the return value of some of these
functions is determined by special rules, that are now part of type
promotion for TIntermUnary nodes and determining the type of
TIntermAggregate nodes.
BUG=angleproject:1730
TEST=angle_unittests
TEST=dEQP-GLES31.functional.shaders.builtin_functions.integer.*
Change-Id: Ib0056c17671c42b6496c2f0ef059b99f8f25c122
Reviewed-on: https://chromium-review.googlesource.com/431310
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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dfa75e87
|
2017-01-23T09:43:06
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|
Add support for 4-parameter functions to BuiltInFunctionEmulator
New entry points are needed to support built-ins with more parameters.
Also, now that ops that are not function calls don't use the
TIntermAggregate class any more, it's easier to exclude nodes that are
not candidates for built-in emulation using a simple blacklist rather
than to use a whitelist.
Also includes function name style cleanup in BuiltInFunctionEmulator.
This will make it possible to add necessary emulation for built-ins
from ESSL 3.10.
BUG=angleproject:1730
TEST=angle_unittests
Change-Id: If267fc68f5cb9b2ee6703cbcbbe4d157da44a7e0
Reviewed-on: https://chromium-review.googlesource.com/431297
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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1d9dcc24
|
2017-01-19T11:25:32
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|
Make AST path always include the current node being traversed
AST traversers tend to sometimes call traverse() functions manually
during PreVisit. Change TIntermTraverser so that even if this happens,
all the nodes are automatically added to the traversal path, instead
of having to add them manually in each individual AST traverser.
This also makes calling getParentNode() return the correct node during
InVisit.
This does cause the same node being added to the traversal path twice
in some cases, where nodes are repeatedly traversed, like in
OutputHLSL, but this should not have adverse side effects. The more
common case is that the traverse() function is called on the children
of the node being currently traversed.
This fixes a bug in OVR_multiview validation, which did not previously
call incrementDepth and decrementDepth when it should have.
BUG=angleproject:1725
TEST=angle_unittests, angle_end2end_tests
Change-Id: I6ae762eef760509ebe853eefa37dac28c16e7a9b
Reviewed-on: https://chromium-review.googlesource.com/430732
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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b123938d
|
2016-12-13T15:07:05
|
|
D3D11: Add support to compile and link compute shaders
This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1.
BUG=angleproject:1442
TEST=angle_end2end_tests
Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a
Reviewed-on: https://chromium-review.googlesource.com/430199
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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8ad9e757
|
2017-01-16T19:55:20
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|
Always store function headers in TIntermFunctionPrototype nodes
TIntermFunctionDefinition nodes now have a TIntermFunctionPrototype
child that stores the function signature, instead of having a separate
type and an aggregate child that stores the parameters.
This makes parsing functions simpler, and paves the way for further
simplifications of function parsing, like reducing conversions between
symbol table structures and AST structures.
TIntermAggregate is now only used for function calls.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: Ib56a77b5ef5123b142963a18499690bf37fed987
Reviewed-on: https://chromium-review.googlesource.com/427945
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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16c745a3
|
2017-01-16T17:02:27
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|
Split TIntermFunctionPrototype from TIntermAggregate
Function prototypes now have their own class TIntermFunctionPrototype.
It's only used for prototypes, not function parameter lists.
TIntermAggregate is still used for parameter lists and function calls.
BUGS=angleproject:1490
TEST=angle_unittests
Change-Id: I6e246ad00a29c2335bd2ab7f61cf73fe463b74bb
Reviewed-on: https://chromium-review.googlesource.com/427944
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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417df92f
|
2017-01-12T09:23:07
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Revert "D3D11: Add support to compile and link compute shaders."
Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769
BUG=angleproject:1442
This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1.
Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84
Reviewed-on: https://chromium-review.googlesource.com/427229
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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2cd9d7e0
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2016-12-13T15:07:05
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|
D3D11: Add support to compile and link compute shaders.
BUG=angleproject:1442
Change-Id: I13240e931e6f121d175d2cd6b41324d38bb39a5c
Reviewed-on: https://chromium-review.googlesource.com/405831
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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d68924e5
|
2017-01-02T17:34:40
|
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Use GetOperatorString when writing GLSL unary built-in calls
GetOperatorString is now used when writing GLSL for built-in calls
that fall under TIntermUnary. Component-wise not TOperator enum is
renamed for consistency.
This also cleans up some unnecessary creation of string objects when
writing built-in functions.
BUG=angleproject:1682
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: I89b2ef222bf5af479d4977417f320789b58ace85
Reviewed-on: https://chromium-review.googlesource.com/424552
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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e180559f
|
2017-01-02T16:41:20
|
|
Use GetOperatorString when writing GLSL built-in function calls
GetOperatorString is now used when writing GLSL for built-in calls
that fall under TIntermAggregate. Component wise and not component
wise TOperator enums are disambiguated from each other.
BUG=angleproject:1682
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: I861f1e94eb695eb712592df99705848b442ef07b
Reviewed-on: https://chromium-review.googlesource.com/424532
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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77ba408a
|
2016-12-16T12:01:18
|
|
Unify Diagnostics interface
Use the same kind of interface for reporting preprocessor errors as
for reporting regular compiler errors, and make global errors like
having too many uniforms also go through Diagnostics. Also don't
create std::string objects unnecessarily.
Includes cleanups of some dead code related to reporting errors.
BUG=angleproject:1670
TEST=angle_unittests
Change-Id: I3ee794d32ddeec1826bdf1b76b558f35259f82c0
Reviewed-on: https://chromium-review.googlesource.com/421527
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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bf4e1b73
|
2016-12-09T11:30:15
|
|
Split TIntermInvariantDeclaration from TIntermAggregate
This change is pure refactoring and doesn't fix bugs related to
invariant declarations. Invariant declarations are supposed to accept
a list of identifiers, but this refactoring keeps the current behavior
of only accepting a single identifier in an invariant declaration.
When the bug will be fixed, the new TIntermInvariantDeclaration class
that now has only a single child node can be changed so that it may
have multiple children.
TIntermAggregate is still used for function calls, function
prototypes and function parameter lists.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I3e22092c87e1c06445fd7e123d9922c2fcb59428
Reviewed-on: https://chromium-review.googlesource.com/419415
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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d7b1ab58
|
2016-12-12T14:42:19
|
|
Fix up translator style.
Using git cl format.
BUG=angleproject:650
Change-Id: I7d3f98d2b0dcfb0a8de6c35327db74e55c28d761
Reviewed-on: https://chromium-review.googlesource.com/419059
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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56a2f95f
|
2016-12-08T12:16:27
|
|
Output infinity and NaN literals correctly in shaders
Previously infinity and NaN resulting from constant folding would be
clamped to finite 32-bit float range when they were written in shader
output. Now they are written as a bit pattern in case the shader
version allows it.
This does not guarantee that NaNs work, but this is fine, since ESSL
3.00.6 spec has very loose requirements when it comes to NaNs.
BUG=angleproject:1654
TEST=angle_end2end_tests
Change-Id: I9997000beeaa8ed22523c22d5cf6929cdfc93f60
Reviewed-on: https://chromium-review.googlesource.com/417301
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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45bcc784
|
2016-11-07T13:58:48
|
|
translator: Scope all classes with "sh".
I was seeing an odd problem with our PoolAlloc conflicting with the
glslang/Vulkan TIntermNode, so the fix was to move everything to a
separate namespace.
The bison grammars are also regenerated. No functional changes.
BUG=angleproject:1576
Change-Id: I959c7afe4c092f0d458432c07b4dcee4d39513f3
Reviewed-on: https://chromium-review.googlesource.com/408267
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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60e6edfa
|
2016-10-31T12:17:19
|
|
Make ASSERT reference the conditional expression.
This should prevent further unexpected bot breakage due to
unreferenced variables in the ASSERT expression.
Also remove the no longer needed variable referencing macro.
BUG=angleproject:1586
Change-Id: I127695165bdfe39c51fe8d17e00daf6bf2fa8252
Reviewed-on: https://chromium-review.googlesource.com/404948
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
13389b66
|
2016-10-16T11:48:18
|
|
Split TIntermDeclaration from TIntermAggregate
The new class TIntermDeclaration is now used for struct, interface
block and variable declarations. TIntermDeclaration nodes do not have
a type - rather the type is stored in each child node. The types may
differ in case the declaration is a series of array declarators with
mismatching sizes.
TIntermAggregate is still used for function calls, function
prototypes, function parameter lists and invariant declarations.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I0457188f354481470855f61ac1c878fc2579b1d1
Reviewed-on: https://chromium-review.googlesource.com/400023
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
4db7ded5
|
2016-10-13T12:23:11
|
|
Change comma nodes to TIntermBinary
Comma nodes always have just two parameters. If there's an expression
with several commas in the middle, it's parsed as a tree of comma
operations. It makes more sense to represent it as a binary node
rather than an aggregate node.
After this patch, TIntermAggregate is still used for function
prototypes, function parameter lists, function calls, and variable and
invariant declarations.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: I66be10624bf27bcf25987b4d93958d4a07600771
Reviewed-on: https://chromium-review.googlesource.com/397320
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
336b1470
|
2016-10-05T16:37:55
|
|
Split TIntermFunctionDefinition from TIntermAggregate
This makes the code easier to understand. Function definition nodes
always have just two children, the parameters node and the function
body node, so there was no proper reason why they should be aggregate
nodes.
As a part of this change, intermediate output is modified to print
symbol table ids of functions so that debugging function id related
functionality will be easier in the future.
After this patch, TIntermAggregate is still used for function
prototypes, function parameter lists, function calls, variable and
invariant declarations and the comma (sequence) operator.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: Ib88b4ca5d21abd5f126836ca5900d0baecabd19e
Reviewed-on: https://chromium-review.googlesource.com/394707
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
bd674557
|
2016-10-06T13:28:42
|
|
Separate function info from TIntermAggregate
This change will make it easier to split types of TIntermAggregate
nodes representing functions and function calls into different node
classes.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I730aa7858fe31fda86218fc685980c6ad486f5e0
Reviewed-on: https://chromium-review.googlesource.com/394706
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
6d40bbdd
|
2016-09-30T13:49:38
|
|
Split TIntermBlock from TIntermAggregate
The new TIntermBlock node class replaces TIntermAggregate nodes with
the EOpSequence op. It represents the root node of the tree which is
a list of declarations and function definitions, and any code blocks
that can be denoted by curly braces. These include function and loop
bodies, and if-else branches.
This change enables a bunch of more compile-time type checking, and
makes the AST code easier to understand and less error-prone.
The PostProcess step that used to be done to ensure that the root node
is TIntermAggregate is removed in favor of making sure that the root
node is a TIntermBlock in the glslang.y parsing code.
Intermediate output formatting is improved to print the EOpNull error
in a clearer way.
After this patch, TIntermAggregate is still used for function
definitions, function prototypes, function parameter lists, function
calls, variable and invariant declarations and the comma (sequence)
operator.
BUG=angleproject:1490
TEST=angle_unittests, angle_end2end_tests
Change-Id: I04044affff979a11577bc1fe75d747e538b799c8
Reviewed-on: https://chromium-review.googlesource.com/393726
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
5878f832
|
2016-10-07T10:14:58
|
|
Fix formatting of OutputHLSL::visitAggregate
Subsequent refactoring of this code will be easier to review if there
won't be unrelated style changes that git cl format insists on doing.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I102fd73bd92317ab438e1676422212f644d2859b
Reviewed-on: https://chromium-review.googlesource.com/394649
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
32db19b7
|
2016-10-04T14:43:16
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|
Ensure that if-else branches are always sequence nodes
This mainly affects RewriteElseBlocks, which was the only piece of
code still adding TIntermIfElse nodes directly as children of other
TIntermIfElse nodes.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I5b25c2fb9c642424417cd6c29e37c20482c6ffaf
Reviewed-on: https://chromium-review.googlesource.com/392847
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
f51fdd2e
|
2016-10-03T10:03:40
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|
Ensure that all functions have a body node in the AST
Some traversers that insert code to main() assume that the main()
function has a non-null body node in place. This assumption was
previously wrong, since functions could be missing the body node
in case the function body was empty.
Fix possible invalid dereferencing of missing function body nodes by
always adding an empty sequence node to represent the body of
functions that have an empty body in the ESSL source. This also
enables simplifying some tree traversers that used to take the
possibility of missing function body nodes into account.
Also fix AddDefaultReturnStatements to check the last statement inside
the function body for a return statement, instead of checking the
first statement.
BUG=angleproject:1539
TEST=angle_unittests, angle_end2end_tests
Change-Id: I2fbd18c78653fa2f1a96dbd9a619accc4874030d
Reviewed-on: https://chromium-review.googlesource.com/392046
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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b6fa043d
|
2016-09-28T16:28:05
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|
Split vector swizzle AST nodes into a different node class
This avoids creating a weird aggregate node with a sequence of
constant union nodes to store the offsets. They're stored neatly
inside a vector instead. This makes code that needs to iterate
over the swizzle offsets much simpler.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I156b95723529ee05a94d30295ffb6d0952a98564
Reviewed-on: https://chromium-review.googlesource.com/390832
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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6f0a0dca
|
2016-09-27T13:51:29
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|
Workaround isnan() on Intel drivers
On some Intel drivers, calling function isnan() on highp float will get wrong
answer. This patch work arounds this bug by using an expression to emulate
this function.
BUG=chromium:650547
Change-Id: I5bc5e0352c434f42cd2c55103a74f9f7ba51a72c
Reviewed-on: https://chromium-review.googlesource.com/389834
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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5796127e
|
2016-09-14T13:57:46
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|
Rename TIntermSelection to TIntermIfElse
Now that ternary nodes are not represented by TIntermSelection any
more, TIntermIfElse is an easier name to understand for newcomers to
the code.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: Ia1e04e356ab93409400245092a84533d7dfd129d
Reviewed-on: https://chromium-review.googlesource.com/385416
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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7ebb97fc
|
2016-09-08T18:01:50
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|
Use 64-bits compile options
BUG=chromium:645071
Change-Id: I31825123bf4cb45fb37a93f538e8936487beb5ff
Reviewed-on: https://chromium-review.googlesource.com/382712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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d0bad2c7
|
2016-09-09T18:01:16
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|
Split ternary node class from TIntermSelection
Ternary operator nodes are typed parts of expressions, they always
have two children and the children are also guaranteed to be
TIntermTyped. "If" selection nodes can't be a part of an expression,
they can have either one or two children and the children are code
blocks. Due to all of these differences it makes sense to store these
using two different AST node classes.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I913ab1d806e3cdb5c21106f078cc9c0b6c72ac54
Reviewed-on: https://chromium-review.googlesource.com/384512
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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1fe74c7e
|
2016-08-25T13:23:01
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|
Manually compute the mipmap size for the textureSize builtin.
There were two issues with the current implementation:
* The GetDimensions function already takes into account the base level of the
SRV.
* The GetDimensions function returns doesn't return valid sizes for levels
that don't exist in the SRV. Instead, manually do the lod offset.
BUG=angleproject:931
BUG=angleproject:1316
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2d_fixed_vertex
Change-Id: I63259b563a42b93b73949e0ef7ac412099a42f13
Reviewed-on: https://chromium-review.googlesource.com/376099
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
856c497e
|
2016-08-08T11:38:39
|
|
Clarify error checking function names in the GLSL parser
Most error checking functions in ParseContext used to follow a format
like <property>ErrorCheck. Sometimes this function would check that
the node/value would have <property>, sometimes it would check that
the node/value would not have it, which was confusing. Change most of
these functions to use a lot more descriptive names, which clearly
communicate what they are checking for.
Also includes a bit of refactoring in constructorErrorCheck(), so that
the function only checks for errors rather than also setting the type
of the constructor node.
Also make TType::arraySize unsigned, and return a sanitized size from
checkIsValidArraySize() instead of using an output parameter.
BUG=angleproject:911
TEST=angle_unittests
Change-Id: Id9767b8c79594ad3f782f801ea68eb96df721a31
Reviewed-on: https://chromium-review.googlesource.com/367070
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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b741c761
|
2016-06-29T15:49:22
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|
Support precision emulation on HLSL
Re-submit with missing virtual destructor and angle::NonCopyable
added.
Add precision emulation support to HLSL 4.1 output. This makes it
possible for developers to test their shaders for precision issues
easily on Chrome on Windows without having to use the GL backend. The
patch has been verified with Chrome on Windows to reproduce some
precision bugs in real-world WebGL content, including old versions of
the babylon.js library.
The EmulatePrecision AST transformation still relies on writing out
raw shader code for the rounding functions, with raw HLSL code added
alongside pre-existing GLSL and ESSL code. In some ways it would be
nicer to do the EmulatePrecision step as a pure AST transformation,
but on the other hand the raw code is much more readable and easier
to optimize.
To better support multiple output languages in EmulatePrecision, add a
RoundingHelperWriter class that has different subclasses for writing
the rounding functions in different languages.
The unit tests are expanded to cover the HLSL output of precision
emulation. The parts of the tests that require the HLSL output are
only active on Windows where ANGLE_ENABLE_HLSL define is added to the
unit tests. Putting the HLSL tests in an entirely separate file is a
worse alternative, since it would require either a lot of code
duplication or add a lot of boilerplate to the individual tests.
BUG=angleproject:1437
TEST=angle_unittests
Change-Id: I47d501037c206f4bd8b976d3acab9b21c717084c
Reviewed-on: https://chromium-review.googlesource.com/360152
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
3fdaf6f2
|
2016-07-13T15:07:41
|
|
Revert "Support precision emulation on HLSL"
Forgot to add virtual destructors.
BUG=angleproject:1437
This reverts commit a42e8b2cb9d0857f53c0490b5be3bf25b4e1f827.
Change-Id: If33fecfeca9947deedf4668c64dbadf25a5dc5eb
Reviewed-on: https://chromium-review.googlesource.com/360122
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a42e8b2c
|
2016-06-29T15:49:22
|
|
Support precision emulation on HLSL
Add precision emulation support to HLSL 4.1 output. This makes it
possible for developers to test their shaders for precision issues
easily on Chrome on Windows without having to use the GL backend. The
patch has been verified with Chrome on Windows to reproduce some
precision bugs in real-world WebGL content, including old versions of
the babylon.js library.
The EmulatePrecision AST transformation still relies on writing out
raw shader code for the rounding functions, with raw HLSL code added
alongside pre-existing GLSL and ESSL code. In some ways it would be
nicer to do the EmulatePrecision step as a pure AST transformation,
but on the other hand the raw code is much more readable and easier
to optimize.
To better support multiple output languages in EmulatePrecision, add a
RoundingHelperWriter class that has different subclasses for writing
the rounding functions in different languages.
The unit tests are expanded to cover the HLSL output of precision
emulation. The parts of the tests that require the HLSL output are
only active on Windows where ANGLE_ENABLE_HLSL define is added to the
unit tests. Putting the HLSL tests in an entirely separate file is a
worse alternative, since it would require either a lot of code
duplication or add a lot of boilerplate to the individual tests.
BUG=angleproject:1437
TEST=angle_unittests
Change-Id: Ia4ba0374cd415908f16f34752321af1cb93525a5
Reviewed-on: https://chromium-review.googlesource.com/358473
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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d4f4c11b
|
2016-04-15T15:11:24
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|
Fix deferring global array initialization
The initial implementation of DeferGlobalInitializers did not take
HLSL corner cases into account. In particular, in case there was a
const-qualified array variable with an initializer that contained
elements that weren't constant folded, initialization would not be
deferred and the global scope of HLSL output would contain a call to
angle_construct_into_*().
On the other hand, deferring global initializers was also done in
cases where it wasn't necessary. Initializers of non-const qualified
array variables that could be written as HLSL literals by HLSL output
were unnecessarily deferred.
This patch fixes both of these issues: Now all global initializers are
potential candidates for deferral instead of just those where the
symbol has the EvqGlobal qualifier, and initializers that are
constructors taking only constant unions as parameters are not
unnecessarily deferred.
BUG=angleproject:1205
BUG=541551
TEST=angle_end2end_tests
Change-Id: I4027059e0e5f39c8a5a48b5c97a3fceaac6b6f8a
Reviewed-on: https://chromium-review.googlesource.com/339201
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
5858f7e3
|
2016-04-08T13:08:46
|
|
Re-land "Refactor texture function handling in OutputHLSL"
This change is pure refactoring, it does not introduce any functional
changes.
Separate texture function output into a helper class and further into
different helper functions to make the code more maintainable.
Some of the logic is simplified slightly by eliminating duplicate
cases and limiting the scope of variables where possible, but care
has been taken to preserve the exact same functionality as before.
Re-land with a fix to typo in include guard.
BUG=angleproject:1349
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression)
dEQP-GLES3.texture.* (no regression)
Change-Id: I57c1ec1950fa05bd16275ca578eb5ee99b34a5ae
Reviewed-on: https://chromium-review.googlesource.com/339180
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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c2ed9380
|
2016-04-15T13:29:25
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|
Revert "Refactor texture function handling in OutputHLSL"
It triggered an include guard warning on Windows Clang
This reverts commit 6f6c5580553d1f3c584df692823c2f5640e23d88.
Change-Id: Ibd4f2851f311a494f16376d8eed38f3119594761
Reviewed-on: https://chromium-review.googlesource.com/338933
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
6f6c5580
|
2016-04-08T13:08:46
|
|
Refactor texture function handling in OutputHLSL
This change is pure refactoring, it does not introduce any functional
changes.
Separate texture function output into a helper class and further into
different helper functions to make the code more maintainable.
Some of the logic is simplified slightly by eliminating duplicate
cases and limiting the scope of variables where possible, but care
has been taken to preserve the exact same functionality as before.
BUG=angleproject:1349
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression)
dEQP-GLES3.texture.* (no regression)
Change-Id: I5d81b842d693c0055890d5724eae6c105e454cd8
Reviewed-on: https://chromium-review.googlesource.com/337931
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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3d932d83
|
2016-04-12T11:10:30
|
|
Defer global initializers when necessary
Move global variable initializers that are not constant expressions to
a function that gets called at the start of main(). This is done
with an AST transformation. This needs to be done because global
variable initializers must be constant in native GL, but ANGLE is more
lenient with what can be put into ESSL 1.00 global initializers to
remain compatible with legacy WebGL content.
Non-constant global variable initializers also caused issues in HLSL
output, since in HLSL output some types of expressions get unfolded
into multiple statements. These include short-circuiting operators and
array initialization. To make sure that these cases are covered, any
initializers that can't be constant folded are deferred, even if they
have the const qualifier.
The old deferring mechanism in OutputHLSL is removed in favor of this
new AST transformation based approach.
BUG=angleproject:819
BUG=angleproject:1205
BUG=angleproject:1350
BUG=596616
TEST=WebGL conformance test
conformance/glsl/misc/global-variable-init.html
Change-Id: I039cc05d6b8c284baeefbdf7f10062cae4bc5716
Reviewed-on: https://chromium-review.googlesource.com/338291
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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b079c7af
|
2016-04-01T12:32:52
|
|
Wrap integer textures with correct wrap mode in HLSL
The wrap mode information for all three dimensions is packed to a
single integer in order to conserve sampler metadata space. Only one
int4 vector is used for the metadata for a single sampler.
The sampler metadata is now packed into a struct instead of an array
of integers in order to make the code more readable and maintainable.
The internalFormatBits field is not removed in this patch. It's better
to remove it in a separate patch, so restoring it is easier in case it
will be used for optimizing some of the texture sampling functions.
The wrap mode passed in sampler metadata is used to wrap the texture
coordinates in the code generated to implement ESSL 3.00 integer
texture sampling built-ins.
Those dEQP-GLES3.functional.texture.units.* tests that sample from
integer cube maps still fail on Intel D3D after this change,
presumably due to driver issues.
BUG=angleproject:1244
BUG=angleproject:1095
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.texture.units.* (all pass on NVIDIA),
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
Change-Id: I4e31e5796086f9cc290c6f1f8c4380a768758d71
Reviewed-on: https://chromium-review.googlesource.com/336638
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
ced87057
|
2016-04-04T16:34:27
|
|
Fix integer texture sampling with explicit gradients
The lod level should be selected according to the explicit gradients,
and the gradients are relative to the normalized texture coordinates,
so they need to be multiplied by the base level dimensions to get the
correct gradients to use in the lod level formula.
In the case of sampling integer cube maps, the derivatives of the
texture coordinates on the cube map face need to be calculated based
on the derivatives of the cube map direction vector components.
Also includes fix for sampling integer cube maps with explicit LOD.
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.shaders.texture_functions.*grad*
Change-Id: Iadd358e713fa9695e755e98db8f368e8c512ac45
Reviewed-on: https://chromium-review.googlesource.com/337100
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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|
d4102f09
|
2016-01-22T14:54:04
|
|
Refactor HLSL texture coordinate output to prepare for wrap modes
Wrap modes for integer textures need to be implemented in shaders in
HLSL. This requires more complex transformations on the texture
coordinates, so store the texture coordinate code for each texture
coordinate in a string variable.
BUG=angleproject:1244
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression),
dEQP-GLES3.functional.texture.units.* (no regression)
Change-Id: Iadd9617a7f906aa1d56dabfba6639f932152e6f1
Reviewed-on: https://chromium-review.googlesource.com/336637
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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9696316d
|
2016-03-21T11:54:33
|
|
Support ESSL structs containing samplers on D3D
Since HLSL can't natively handle samplers in structs, samplers need to
be extracted out of structs into separate variables in the translated
shader code. In HLSL 4.1, samplers that were in structs go into the
normal sampler arrays and are identified by index constants. In other
HLSL versions, samplers that were in structs are translated as uniform
variables.
These transformations are done inside the HLSL output classes, not as
tree transformations. This helps to keep the uniform API provided by
the shader translator intact.
Wherever a struct containing samplers is passed into a user-defined
function, the translated HLSL code passes the separate sampler
variables alongside a struct where the samplers have been removed.
The D3D backend in libANGLE queries the uniform registers of any
samplers that were in uniform structs, and adds them to the register
maps, so that correct sampler state gets assigned to them.
The extracted sampler variables are prefixed with "angle_" instead of
the usual "_" to prevent any name conflicts between them and regular
variables.
BUG=angleproject:504
TEST=angle_end2end_tests,
dEQP-GLES*.functional.shaders.struct.uniform.* (all pass),
dEQP-GLES*.functional.uniform_api.* (most now pass)
Change-Id: Ib79cba2fa0ff8257a973d70dfd917a64f0ca1efb
Reviewed-on: https://chromium-review.googlesource.com/333743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b076adde
|
2016-01-11T16:45:46
|
|
Implement gl_VertexID
BUG=angleproject:1217
Change-Id: Ibb9423d7de4966bce231734925a804b6340b5059
Reviewed-on: https://chromium-review.googlesource.com/321420
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
be59c2fb
|
2016-03-07T11:32:34
|
|
Fix ambiguous function call issues in HLSL output
D3D compiler can't resolve between these overloaded functions:
float4 vec4(float2x2 x0);
float4 vec4(float4 x0);
Include the parameter types in the function name to disambiguate
between overloaded user-defined functions and constructors, like this:
float4 vec4_float2x2(float2x2 x0);
float4 vec4_float4(float4 x0);
This is only done for float2x2 and float4 parameters, other parameter
types like float2x3 vs. float3x2 don't need this.
BUG=angleproject:1099
BUG=angleproject:1030
TEST=angle_end2end_tests,
dEQP-GLES3.functional.attribute_location.* (10 more tests pass),
dEQP-GLES2.functional.attribute_location.*
Change-Id: Ief047d41b0adbc238393c3c13cb29771cbb83d58
Reviewed-on: https://chromium-review.googlesource.com/329882
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f8bf583b
|
2016-02-11T16:21:49
|
|
Pass integer texture format bit count to shaders on D3D11
This will be needed in the future when integer texture wrap mode support
will be added by sampling integer textures through FLOAT/UNORM/SNORM
SRVs.
The bit count needs to be passed for 8-, 10- and 16-bit textures. 32-bit
integer textures are the ones left over. Only passing the bit counts for
the absolute minimum number of formats avoids unnecessary driver constant
buffer updates.
BUG=angleproject:1244
BUG=angleproject:1095
TEST=angle_end2end_tests
Change-Id: I28a84588842b2eb9a1661454437d21c22ce794b7
Reviewed-on: https://chromium-review.googlesource.com/326944
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bce743ab
|
2016-01-15T17:18:28
|
|
Use texture base level to implement textureSize on D3D11 HLSL
HLSL GetDimensions call doesn't take the texture base level into account,
so ANGLE needs to use the texture base level passed in uniforms to
emulate ESSL textureSize() which does take it into account.
After this change the relevant dEQP tests pass on NVIDIA, Intel is still
suffering from an issue where a wrong value is returned when the lod
is > 0 (tested on Intel HD Graphics 4600). AMD is also suffering from an
unknown issue.
BUG=angleproject:596
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
(all pass on NVIDIA now), angle_end2end_tests
Change-Id: I13e33d126008ecdf2b89461a3fb5040949cf19e2
Reviewed-on: https://chromium-review.googlesource.com/322123
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
618bebcd
|
2016-01-15T16:40:00
|
|
Pass texture base level to shaders on D3D11
The base level is passed to shaders in an array included in the driver
uniform block. This is done on feature levels above 9_3, which treat
samplers as indices to sampler arrays in shaders.
A separate uniform block couldn't be used for the sampler metadata,
since that would bring the number of available uniform blocks down to
below minimum level defined by GLES 3.0.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Ie040521402f9996d51a978aeeba9222e9dd761ce
Reviewed-on: https://chromium-review.googlesource.com/326290
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
2a63b3f8
|
2016-02-08T12:29:08
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Re-land "Implement EGL_experimental_present_path_angle"
- Re-land with clang fix.
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: I56b339897828753a616d7bae837a2f354dba9c63
Reviewed-on: https://chromium-review.googlesource.com/326730
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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d1c46228
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2016-02-08T14:51:18
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Revert "Implement EGL_experimental_present_path_angle"
Compile failure on Clang/Win:
The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 --
"..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo
/showIncludes /FC
@obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp
/c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp
/Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj
/Fdobj\gpu\angle_end2end_tests.cc.pdb
In file included from
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7:
In file included from
..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13:
..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of
integers of different signs: 'const int' and 'const unsigned int'
[-Werror,-Wsign-compare]
if (expected == actual) {
~~~~~~~~ ^ ~~~~~~
..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of
function template specialization 'testing::internal::CmpHelperEQ<int, unsigned
int>' requested here
return CmpHelperEQ(expected_expression, actual_expression, expected,
^
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) :
note: in instantiation of function template specialization
'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here
ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch);
^
..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro
'ASSERT_EQ'
# define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2)
^
..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro
'GTEST_ASSERT_EQ'
EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \
^
BUG=angleproject:1219
This reverts commit 6b3c1db5170450bbc4946d8f18ba0d8619da43a0.
Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6
Reviewed-on: https://chromium-review.googlesource.com/326680
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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6b3c1db5
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2015-12-18T14:01:46
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Implement EGL_experimental_present_path_angle
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c
Reviewed-on: https://chromium-review.googlesource.com/321360
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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00140f4a
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2016-02-03T18:47:33
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Revert "Pass texture base level to shaders on D3D11"
This reverts commit 3026829e155bd89b5ca5b7b7c5267699b9192557.
Change-Id: I0b4c3f5b1453b993b149423bb1ce407f4918cf54
Reviewed-on: https://chromium-review.googlesource.com/325435
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3026829e
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2016-01-15T16:40:00
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Pass texture base level to shaders on D3D11
The base level is passed to shaders in a uniform block created
specifically for passing sampler metadata. This is done on feature levels
above 9_3, which treat samplers as indices to sampler arrays in shaders.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I846f2fc195ab1fd884052824ffd3c1d65083c0fb
Reviewed-on: https://chromium-review.googlesource.com/322122
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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9b4e8626
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2015-12-22T15:53:22
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Redesign samplers in shaders on D3D11
Translation of samplers to HLSL on D3D11 is changed as follows:
Instead of passing around HLSL sampler and HLSL texture references in
shaders, all references to ESSL samplers are converted to constant
indices within the shader body. Each ESSL sampler is identified by an
unique index. In the code generated to implement ESSL texture functions,
these indices are used to index arrays of HLSL samplers and HLSL
textures to get the sampler and texture to use.
HLSL textures and samplers are grouped into arrays by their types. Each
unique combination of a HLSL texture type + HLSL sampler type gets its
own array. To convert a unique sampler index to an index to one of these
arrays, a constant offset is applied. In the most common case of a 2D
texture and a regular (non-comparison) sampler, the index offset is
always zero and is omitted.
The end goal of this refactoring is to make adding extra metadata for
samplers easier. The unique sampler index can be used in follow-up
changes to index an array of metadata passed in uniforms, which can
contain such things as the base level of the texture.
This does not solve the issues with samplers in structs.
The interface from the point of view of libANGLE is still exactly the
same, the only thing that changes is how samplers are handled inside the
shader.
On feature level 9_3, the D3D compiler has a bug where it can report that
the maximum sampler index is exceeded when in fact it is not. This can
happen when an array of samplers is declared in the shader. Because of
this the new approach can't be used on D3D11 feature level 9_3, but it
will continue using the old approach instead.
BUG=angleproject:1261
TEST=angle_end2end_tests,
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
dEQP-GLES3.functional.texture.units.* (no regressions)
Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f
Reviewed-on: https://chromium-review.googlesource.com/320571
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
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