src/compiler/translator/OutputHLSL.cpp


Log

Author Commit Date CI Message
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Kai Ninomiya 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Xinghua Cao 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Martin Radev 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>
Olli Etuaho 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>
Martin Radev 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Jiajia Qin 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 282847e9 2017-07-12T14:11:01 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>
Olli Etuaho ff526f14 2017-06-30T12:26:54 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>
Jamie Madill e72595b4 2017-06-06T15:12:26 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>
Xinghua Cao 73badc07 2017-03-29T19:14:53 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>
Olli Etuaho 8fab320c 2017-05-08T18:22:22 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>
Yunchao He 4f285443 2017-04-21T12:15:49 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>
Yunchao He d7297bfb 2017-04-19T15:27:10 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>
Olli Etuaho ec9232bd 2017-03-27T17:01:37 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>
Olli Etuaho 92db39e8 2017-02-15T12:11:04 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>
Olli Etuaho 74da73fe 2017-02-01T15:37:48 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>
Olli Etuaho 25aef453 2017-01-29T16:15:44 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>
Olli Etuaho 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>
Olli Etuaho 9250cb24 2017-01-21T10:51:27 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>
Olli Etuaho dfa75e87 2017-01-23T09:43:06 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>
Olli Etuaho 1d9dcc24 2017-01-19T11:25:32 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>
Xinghua Cao 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>
Olli Etuaho 8ad9e757 2017-01-16T19:55:20 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>
Olli Etuaho 16c745a3 2017-01-16T17:02:27 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>
Jamie Madill 417df92f 2017-01-12T09:23:07 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>
Xinghua Cao 2cd9d7e0 2016-12-13T15:07:05 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>
Olli Etuaho d68924e5 2017-01-02T17:34:40 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Jamie Madill 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>
Olli Etuaho 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>
Jamie Madill 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>
Jamie Madill 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 32db19b7 2016-10-04T14:43:16 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>
Olli Etuaho f51fdd2e 2016-10-03T10:03:40 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>
Olli Etuaho b6fa043d 2016-09-28T16:28:05 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>
Shao 6f0a0dca 2016-09-27T13:51:29 Workaround isnan() on Intel drivers On some Intel drivers, calling function isnan() on highp float will get wrong answer. This patch work arounds this bug by using an expression to emulate this function. BUG=chromium:650547 Change-Id: I5bc5e0352c434f42cd2c55103a74f9f7ba51a72c Reviewed-on: https://chromium-review.googlesource.com/389834 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 5796127e 2016-09-14T13:57:46 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>
Qiankun Miao 7ebb97fc 2016-09-08T18:01:50 Use 64-bits compile options BUG=chromium:645071 Change-Id: I31825123bf4cb45fb37a93f538e8936487beb5ff Reviewed-on: https://chromium-review.googlesource.com/382712 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho d0bad2c7 2016-09-09T18:01:16 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>
Geoff Lang 1fe74c7e 2016-08-25T13:23:01 Manually compute the mipmap size for the textureSize builtin. There were two issues with the current implementation: * The GetDimensions function already takes into account the base level of the SRV. * The GetDimensions function returns doesn't return valid sizes for levels that don't exist in the SRV. Instead, manually do the lod offset. BUG=angleproject:931 BUG=angleproject:1316 TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2d_fixed_vertex Change-Id: I63259b563a42b93b73949e0ef7ac412099a42f13 Reviewed-on: https://chromium-review.googlesource.com/376099 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 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>
Olli Etuaho b741c761 2016-06-29T15:49:22 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho d4f4c11b 2016-04-15T15:11:24 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>
Olli Etuaho 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>
Corentin Wallez c2ed9380 2016-04-15T13:29:25 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Corentin Wallez 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Olli Etuaho 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>
Austin Kinross 2a63b3f8 2016-02-08T12:29:08 Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d1c46228 2016-02-08T14:51:18 Revert "Implement EGL_experimental_present_path_angle" Compile failure on Clang/Win: The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 -- "..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo /showIncludes /FC @obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp /c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp /Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj /Fdobj\gpu\angle_end2end_tests.cc.pdb In file included from ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7: In file included from ..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13: ..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare] if (expected == actual) { ~~~~~~~~ ^ ~~~~~~ ..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here return CmpHelperEQ(expected_expression, actual_expression, expected, ^ ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) : note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch); ^ ..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro 'ASSERT_EQ' # define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2) ^ ..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro 'GTEST_ASSERT_EQ' EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \ ^ BUG=angleproject:1219 This reverts commit 6b3c1db5170450bbc4946d8f18ba0d8619da43a0. Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6 Reviewed-on: https://chromium-review.googlesource.com/326680 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 6b3c1db5 2015-12-18T14:01:46 Implement EGL_experimental_present_path_angle This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c Reviewed-on: https://chromium-review.googlesource.com/321360 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 00140f4a 2016-02-03T18:47:33 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>
Olli Etuaho 3026829e 2016-01-15T16:40:00 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>
Olli Etuaho 9b4e8626 2015-12-22T15:53:22 Redesign samplers in shaders on D3D11 Translation of samplers to HLSL on D3D11 is changed as follows: Instead of passing around HLSL sampler and HLSL texture references in shaders, all references to ESSL samplers are converted to constant indices within the shader body. Each ESSL sampler is identified by an unique index. In the code generated to implement ESSL texture functions, these indices are used to index arrays of HLSL samplers and HLSL textures to get the sampler and texture to use. HLSL textures and samplers are grouped into arrays by their types. Each unique combination of a HLSL texture type + HLSL sampler type gets its own array. To convert a unique sampler index to an index to one of these arrays, a constant offset is applied. In the most common case of a 2D texture and a regular (non-comparison) sampler, the index offset is always zero and is omitted. The end goal of this refactoring is to make adding extra metadata for samplers easier. The unique sampler index can be used in follow-up changes to index an array of metadata passed in uniforms, which can contain such things as the base level of the texture. This does not solve the issues with samplers in structs. The interface from the point of view of libANGLE is still exactly the same, the only thing that changes is how samplers are handled inside the shader. On feature level 9_3, the D3D compiler has a bug where it can report that the maximum sampler index is exceeded when in fact it is not. This can happen when an array of samplers is declared in the shader. Because of this the new approach can't be used on D3D11 feature level 9_3, but it will continue using the old approach instead. BUG=angleproject:1261 TEST=angle_end2end_tests, dEQP-GLES3.functional.shaders.texture_functions.* (no regressions) dEQP-GLES3.functional.texture.units.* (no regressions) Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f Reviewed-on: https://chromium-review.googlesource.com/320571 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>