|
a05a0e15
|
2024-09-25T22:33:36
|
|
Validate PLS shaders against context state
Add shader introspection for PLS uniforms and validate that they match
context state during draw calls.
Bug: angleproject:40096838
Change-Id: I76cdf8add03de8f8b0b3e772c15c0087c1d97e98
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5893962
Commit-Queue: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
1100cc5c
|
2024-01-23T16:18:52
|
|
Rename ShaderVariableBuffer
It was only ever aliased to AtomicCounterBuffer after refactorings that
made other buffers not use this class anymore.
Bug: b/275102061
Change-Id: I09079d52bd107ed656c4c59a11e8a8027554a5ef
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5230141
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
|
|
29561184
|
2023-09-06T22:08:33
|
|
Remove forward-to-executable helpers from program
This helps avoid accidental usage of the executable that is in the
program instead of the installed executable in the GL context.
The program's executable is still accessed in specific cases of:
- During link
- GL program queries
Bug: angleproject:8297
Change-Id: I40a956e740944f2ecfbf6e4a3060aac08c21f7f3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4864448
Commit-Queue: Yuxin Hu <yuxinhu@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
c8ec8739
|
2023-08-22T11:30:08
|
|
Frontend: Remove link job dependence to context
The part of link that needs the context is moved up. Usage of
gl::Context is eliminated from the rest of the link (whatever is done in
the front-end).
Bug: angleproject:8297
Change-Id: Ifa71d2b2c0c0bc7c0c0b7ee89e1cbb203c3018cc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4803109
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
571b4cdb
|
2023-08-14T16:55:28
|
|
Vulkan: Move pipeline/desc-set layout creation to link job
The pipeline and desc-set layout caches are consequently made
thread-safe. The reference counter on the layouts are also made atomic.
With this change, practically all of the link in the Vulkan backend is
moved to the link job.
Bug: angleproject:8297
Change-Id: Iba694ece5fc5510d34cce2c34441ae08ca5bb646
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4774787
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
f3c1de36
|
2023-08-17T15:29:24
|
|
Make shader recompile while parallel linking safe
Prior to this change, Program* objects held references to Shader*
objects. This poses a problem where a shader recompile can race with a
program link, if the program link is done in parallel.
As a result, a good chunk of the link job is done serially and under the
share group lock. After this change, that is no longer a problem, and
most of the link can be made lockless/parallelized.
This change separates out the "compiled state" from the rest of the
shader state. This was already done for the front-end state (for the
sake of caching), but is also now done for the backends that need it.
The compiled state in turn is placed in a shared_ptr, and is shared with
the program. When a shader is compiled, its own shared_ptr is replaced
with a new object, leaving all programs currently compiling unaffected
and using the previous compilation results.
Once a program is linked, its references to compiled shader states is
updated.
Bug: angleproject:8297
Change-Id: Iff7094a37088fbad99c6241f1c48b0bd4c820eb2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4791065
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
|
|
eff12c1e
|
2023-08-03T12:10:05
|
|
Move name and mappedName out of LinkedUniform struct
These are std::string objects. This CL moves these two data out of
LinkedUniform and into ProgramExecutable class, side by side with
mUniforms. With these two data moved out, LinkedUniform is now a simple
struct with basic data types, and I can memcpy entire vector of
uniforms.
Bug: b/275102061
Change-Id: I9ae13e7daca85f8e5f3662a4718f190bebb5f5d2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4750442
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
79973750
|
2023-07-27T17:53:24
|
|
Let UniformLinker uses its own struct instead of LinkedUniform
UniformLinker itself needs more detailed information than the final
linked uniforms. Right now they are using the same data structure. This
CL adds a new structure for linker to use. Since the linker data
structure is temporary, we never needs to load/save from cache, we have
more freedom here to use complex data types. The benefit of separate out
intermediate structure from LinkedUniform is that it allows us to
further simplify LinkedUniform structure without change much of
ProgramLinkedResource implementation. As result of this, this CL removes
field and outerArraySizes (both are std::vector type) from
LinkedUniform.
Bug: b/275102061
Change-Id: Ic1291b51b8906ac586a2f25eb1dbbe74eae8fdc5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4727742
Reviewed-by: Roman Lavrov <romanl@google.com>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
2ebd5100
|
2022-08-11T10:43:32
|
|
Add gl::Context as a parameter to Shader::resolveCompile
This prepares us to access the Context's shader cache in resolveCompile
in the next commit.
Bug: angleproject:7036
Change-Id: I7995c54b290a5a48f0c8985cb56ea0048598ab2f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3827642
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
892511fc
|
2022-01-05T17:35:30
|
|
Isolate LinkValidateProgramInterfaceBlocks.
This moves the function to a common place, similar to other
"LinkValidate" functions.
Refactoring change only.
Bug: angleproject:3570
Change-Id: Ib94d7961d919308d29680e7e28bdbca1f08b93f0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3373161
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bd64b3ea
|
2021-12-30T13:47:09
|
|
Move pipeline uniforms into the executable.
Refactoring change only.
Bug: angleproject:3570
Change-Id: I8cfe41d86aa63d395d7da02dcc3c85a18fde553e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3359002
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
cc52e7cd
|
2021-04-19T21:37:20
|
|
Prevent separable programs from relying on attached shaders
Previously, several linking functions were reliant on the
HasAttachedShaders interface. The information stored there has been
moved to ProgramExecutable.
Linking information such as uniforms and uniform blocks from
attached shaders is now also stored in temporary pending variables
inside ProgramExecutable.
Bug: angleproject:5506
Test: ProgramPipelineTest31.VaryingLocationMismatch*
Test: GeometryShaderTest.RecompileSeparableVSWithVaryings*
Test: ProgramBinaryES31Test.SeparableProgramLinkedUniforms*
Change-Id: I93591431959c1c4c547ada92ec358369a3417723
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2909760
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Brandon Schade <b.schade@samsung.com>
|
|
550f2a3e
|
2021-02-24T09:49:42
|
|
Vulkan: Shader support for EXT_shader_framebuffer_fetch_non_coherent
Translator can accept gl_LastFragData and 'inout' variable to gain
access to framebuffer attachment data. The Vulkan translator replaces
it with the SubpassInput type variable. Note that this works only for
the noncoherent version of the extension.
Bug: angleproject:5454
Test: *EXTShaderFramebufferFetchNoncoherent*.*
Change-Id: I392f84ee3ad3eb9fbd09d0b7ff83731a9a3f33f6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2598060
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
|
|
b912eec5
|
2020-11-27T11:08:41
|
|
Vulkan: Support GL_EXT_tessellation_shader.
Shader translator changes done in http://crrev.com/c/2633936
Adds a new DIRTY_BIT_PATCH_VERTICES state to Context.
Supportes state query and transform feedback.
4 test suppressions remain as follow-up fixes.
Adds a new varying packing mode for a simple Vulkan rule set.
Based on work by Mohan Maiya (m.maiya@samsung.com).
Test: dEQP-GLES31.functional.tessellation.*
Bug: angleproject:3572
Change-Id: I4cad2cca30adb754fd12c83027673906541f566a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2568234
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Mohan Maiya <m.maiya@samsung.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
cea86910
|
2021-01-14T08:13:00
|
|
Vulkan: Support EXT_clip_cull_distance extension
EXT_clip_cull_distance extension is supported except for
some features related to EXT_tessellation_shader and
EXT_geometry_shader. Also added a few compiler tests to validate
the transformation from ESSL to GLSL for Vulkan backend.
Bug: angleproject:5458
Tests: angle_end2end_tests --gtest_filter=Clip*DistanceTest*
angle_unittests --gtest_filter=*Clip*Distance*
Change-Id: Ie74e6b2b55112ad92ad111191d629b63506032ab
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2585987
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
|
|
d654ac9b
|
2020-12-30T12:28:41
|
|
Program: Support multiple varying packings.
Instead of using a single varying packing for all program stages,
we switch to using a varying register packing for each pair of
input/output shaders. This allows several valid use cases that use
many varying to succeed. For instance Geometry Shaders have both
an input and output varying packing. With tessellation shaders the
upper bound of valid varying packings in one Program goes up even
more.
We keep multiple varying packings at once inside a new
"ProgramVaryingPacking" class. Internally the class keeps a unique
varying mapping for each input/output interface in the program.
Separable programs with "open" interfaces are handled specially.
Fixes a bug where varying counting was artificially limited for
programs with more than two shaders.
This CL also disables GS support when we're emulating line raster
so we don't have to figure out the details on how to place the
special position varying.
Bug: angleproject:5496
Change-Id: I1f9a327c4750caef570c608d86953e9d0cc5eea3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2606532
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
e4497d60
|
2020-12-31T20:12:13
|
|
Program: Move more common code to ProgramLinkedResources.
Refactoring change only.
Bug: angleproject:5496
Change-Id: Ic1c8301a070e91ad28791c23831b8236058ab9ab
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2606535
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
92e7bc89
|
2020-12-23T15:18:42
|
|
Remove ProgramLinkedResources from ProgramExecutable.
Instead of storing the entire LinkedResources struct, we can keep it
only for the duration of the linking calls. Refactoring change only.
It sets the stage for more refactoring. This change also switches the
link call to use LinkingState's ProgramLinkedResources directly to
avoid the need to copy the varying packing or use a pointer.
Bug: angleproject:4514
Bug: angleproject:5496
Change-Id: Iefea3c16a33213dc338cc54efaa7c3064ea6ae08
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2601403
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
44722daa
|
2019-12-06T22:31:08
|
|
Vulkan: Enable inactive SSBO with unsized array tests
The change introduced in
https://chromium-review.googlesource.com/c/angle/angle/+/1951523
removes inactive shader interface declarations. That automatically
resolves an issue where glslang wrapper doesn't handle inactive SSBO
declarations with unsized arrays, by removing those declarations at
translation time altogether.
Bug: angleproject:3714
Change-Id: I710d59546d716bfb5bc0112b5152fed20a810a52
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954615
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
616a4dc0
|
2019-09-12T16:10:47
|
|
Vulkan: Full support for program interface queries
Program interface queries are a generic way to query attributes of
the program like uniforms, samplers, attributes, etc. This change
supports those queries for program outputs.
Bug: angleproject:3596
Test: dEQP-GLES31.functional.program_interface_query.*
Test: ProgramInterfaceTest.cpp
Change-Id: I0f13692949073b45988b6f930eee9eaa6411bbe2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1801998
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
90a58622
|
2019-09-04T15:39:58
|
|
Refactor ShaderVariable to Remove Specializations
The following structs are being refactored and moved into the parent
struct ShaderVariable:
VariableWithLocation
Uniform
Attribute
OutputVariable
InterfaceBlockField
Varying
Bug: angleproject:3899
Test: CQ
Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
29fba5e0
|
2019-07-04T17:08:41
|
|
Vulkan: Prepare for variable-stage pipelines
Compute (single-stage pipeline) is upcoming, but this change prepares
GlslangWrapper to handle any number of stages (mostly). Additionally,
this change binds each resource to each stage based on whether it's
active, so that we don't hit the per-stage limit of resources by binding
every resource to every stage.
Bug: angleproject:3633
Bug: angleproject:3562
Change-Id: Ifebf691482846e0371c6e314f514226a4cfee258
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1689330
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
9d519ab1
|
2019-05-09T23:09:46
|
|
Vulkan: Rework layout block storage conversion
Previously, a pass over the shader was made, converting shared and
packed interface blocks with block storage to std140. This resulted in
link success between interface blocks with different storage as they
were all translated to std140.
With this change, this pass is removed. The link step proceeds with the
block storage specifiers as seen by GLES, and only upon Vulkan GLSL
shader generation "shared" and "packed" are converted to std140.
Bug: angleproject:3199
Change-Id: I069415ab9c9b4e1034bc00f64cd2d9e2d73f5956
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1605262
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
216f73d0
|
2019-04-12T13:32:30
|
|
Vulkan: add uniform buffer object support
Support for layout qualifiers in interface blocks are added. All
interface blocks are adjusted to either be in std140 or std430.
In the Vulkan backend, a new descriptor set is added for UBOs. A dirty
bit is added for UBO updating and pipeline layouts and descriptor
bindings are updated.
Bug: angleproject:3199, angleproject:3220
Change-Id: I271fc34ac2e1e8b76dee75e54a7cff0fe15fe4ee
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565061
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
15214423
|
2019-01-07T12:44:44
|
|
ES31: Add top_level_array_stride support
Bug: angleproject:1920
Change-Id: Id18c6cc1bb840c05f73a019156c462886f01d9eb
Reviewed-on: https://chromium-review.googlesource.com/c/1396745
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ab2bfa81
|
2019-01-15T19:06:47
|
|
Enable Chromium clang style plugin for libANGLE.
This fixes a few style warnings:
* auto should not deduce to raw pointer type
* inlined virtual methods are not allowed
* non-trivial constructors and destructors should be explicit
* inlined non-trivial constructors should not be in-class
* missing override keywords
Bug: angleproject:3069
Change-Id: I3b3e55683691da3ebf6da06a5d3c729c71b6ee53
Reviewed-on: https://chromium-review.googlesource.com/c/1407640
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
8c78ce4b
|
2018-12-16T19:14:58
|
|
Use visitor pattern for Shader Variable APIs.
In many places in ANGLE we need to traverse a ShaderVariable tree. We
do this to store uniform offset and other information, to flatten the
tree of uniforms for the front-end, or to produce active variable lists
for uniform and shader storage blocks. In each case, we would write
separate tree traversal code.
This patch introduces a shared visitor pattern for all of the shader
variable tree traversal instances. With that get more common code. Also
it is easier to write new variable traversals. ProgramD3D and
ProgramLinkedResources in particular get nice simplificiations.
The visitor object recieves callbacks from the traversal when entering
structs, array elements, and new variables. The visitor can treat these
differently depending on the use case. A common visitor that constructs
full variable names is used as a base class in several places.
Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to
sh::ShaderVariable. This allows us to forgo using templates in several
call sites.
Bug: angleproject:3024
Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e
Reviewed-on: https://chromium-review.googlesource.com/c/1358722
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
b980c563
|
2018-11-27T11:34:27
|
|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
3fd614d0
|
2018-08-13T12:21:58
|
|
Refactor Context dependency for resolveCompile
The context parameter of Shader::resolveCompile method causes a bad
impact that many methods in Shader, Program etc. have to have a same
context parameter. By removing it, these methods can be decoupled
from Context.
BUG=chromium:849576
Change-Id: Ia5545ee9dce45794550f6086bc0e6c4707e1276e
Reviewed-on: https://chromium-review.googlesource.com/1172202
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
e17b5ba5
|
2018-06-04T14:28:58
|
|
Vulkan: Keep unused uniforms list to fix glslang issues
We we're unable to cleanup the unused uniforms if we did not keep
a list of them while parsing them in ProgramLinkResource. Now
that we keep a history of them, we're able to clean them up and
fix a few dEQP tests.
Bug: angleproject:2582
Bug: angleproject:2585
Bug: angleproject:2587
Bug: angleproject:2589
Bug: angleproject:2590
Bug: angleproject:2593
Change-Id: Ic1f9151e356a3d05e83f1031cc7b187b370284e5
Reviewed-on: https://chromium-review.googlesource.com/1085644
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
0c4e08e9
|
2018-05-08T11:00:36
|
|
Use ShaderMap in Caps - Part II
This patch is the last one in the series of putting resource limits
on each shader stage into ShaderMap. With this patch, all such values
are organized in the corresponding ShaderMap.
This patch also cleans up all the related code by using this new
type of data structure.
BUG=angleproject:2169
Change-Id: I440643fe44ab63acf7da0a1611643beed1ba66d1
Reviewed-on: https://chromium-review.googlesource.com/1077748
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
493f9571
|
2018-05-24T19:52:15
|
|
Add PrimitiveMode packed GLenum.
Bug: angleproject:2574
Change-Id: I3d7bd7ca0d69a364a611dc04799ea34906fc4a6c
Reviewed-on: https://chromium-review.googlesource.com/1067114
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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d4703d50
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2018-05-24T17:31:43
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Move packed enum code to common/
This makes it accessible in the utilities files.
Bug: angleproject:2574
Bug: angleproject:2169
Change-Id: I0fdd34b4233e72b7534cb2b09f451539c1a394cd
Reviewed-on: https://chromium-review.googlesource.com/1067110
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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8ceea819
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2018-04-10T03:07:13
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Refactor packed enum generation to support EGL enums.
Convert the very simple EGL texture type enum.
BUG=angleproject:1618
Change-Id: Ieea382a282a8f2544f2982627e8445e6e5cea826
Reviewed-on: https://chromium-review.googlesource.com/1019386
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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016105bb
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2018-04-12T16:38:31
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Store shader information in ShaderMap in class Program and Compiler
This patch is the first one in the series of using ShaderMap as
the container of the resources for each type of shader everywhere
in ANGLE.
This patch defines the new data structure ShaderMap and use it in
class Program and Compiler in ANGLE front-end.
The following work includes:
1. Use ShaderMap in D3D back-ends.
2. Use ShaderMap in Vulkan back-ends.
BUG=angleproject:2169
Change-Id: I1c284d95f5a071c45bb468901eabc15694fffe38
Reviewed-on: https://chromium-review.googlesource.com/1011722
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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385b3e03
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2018-03-21T09:43:28
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Use packed enums on shader types in ANGLE renderer
This patch uses a packed internal enum ShaderType everywhere we
need a shader type instead of the GLenum value of the shader type.
This patch also uses program::getAttachedShader(type) everywhere
we need to get gl::Shader from a program in ANGLE.
BUG=angleproject:2169
Change-Id: I28a7fa1cfe35622c57a486932911110688eaadec
Reviewed-on: https://chromium-review.googlesource.com/972844
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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44861c48
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2018-03-23T14:36:39
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Clarify aliasing rules in CHROMIUM_bind_uniform_location
The CHROMIUM_bind_uniform_location spec previously had some
conflicting information on when uniform location aliasing was
allowed. Now the section on uniform location aliasing makes it clear
that aliasing locations of two statically used uniforms is an error.
This guarantees compatibility between different compiler versions that
may treat a different subset of uniforms as active, depending on
optimizations. It follows the spirit of GLSL ES 3.00.6 spec section
12.46, that has similar rules for attributes.
The implementation is fixed to correctly follow the spec. When
flattening uniforms, static use is tracked separately from activeness.
BUG=angleproject:2262
TEST=angle_end2end_tests
Change-Id: I570fd384064aec66ef0380a53fa01ac5e43eec5a
Reviewed-on: https://chromium-review.googlesource.com/978144
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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107c7247
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2018-03-20T15:45:35
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ShaderVariable: separate fields for staticUse and active
Thus far the compiler has used the "staticUse" flag to mark variables
that should have rather been marked "active", meaning that the code
may actually execute in a way that accesses the variable. There's a
clear definition for this use of the term "active" in the GLES 3.0.5
spec, section 2.12.6, and in GLES 3.1 section 7.3.1.
Having separate fields for recording static use and "activeness" of a
variable is the first step to fixing this.
According to the spec, usually only active resources should be
considered when checking use against max limits. Also, only active
uniforms get assigned a location. libANGLE code now correctly checks
the active flag rather than the static use flag in these cases.
The static use field still mirrors the active field for now, since
some code in Chromium also needs to be fixed to use the active field
correctly before the two can diverge.
After Chromium is fixed, we can fix ANGLE so that static use
information is recorded earlier during compilation and will accurately
reflect whether variables are statically used. Currently the compiler
only records variables once some static use may already have been
pruned from the AST.
BUG=angleproject:2262
TEST=angle_unittests, angle_end2end_tests
Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29
Reviewed-on: https://chromium-review.googlesource.com/970962
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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0d88ec9f
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2018-02-27T16:25:31
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ES31: Add link validations on geometry shader uniforms
This patch adds the link validations on the uniforms defined in a
geometry shader.
1. Validate if there is any link mismatch between a geometry shader
uniform and a uniform defined in another shader in the current
graphics pipeline.
2. Validate if the number of images, samplers or atomic counters in
a geometry shader exceeds the related resource limit.
3. Validate if there is name contradiction between a geometry shader
uniform and a vertex shader attribute.
BUG=angleproject:1941
TEST=dEQP-GLES31.functional.shaders.linkage.es31.geometry.uniform.*
dEQP-GLES31.functional.geometry_shading.basic.*
dEQP-GLES31.functional.geometry_shading.conversion.*
dEQP-GLES31.functional.geometry_shading.emit.*
dEQP-GLES31.functional.geometry_shading.varying.*
dEQP-GLES31.functional.geometry_shading.instanced.geometry_*
dEQP-GLES31.functional.geometry_shading.instanced.invocation_output_*
dEQP-GLES31.functional.geometry_shading.instanced.draw_*
Change-Id: I365aee624a3a79658c3e4c7487a586cf9532b529
Reviewed-on: https://chromium-review.googlesource.com/939264
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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881b7bfa
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2017-12-25T11:18:37
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ES31: Refactor link mismatch error log
This patch intends to refactor the structure of logging link mismatch
errors to meet the new GLES 3.1 program link requirements and support
linking program with geometry shader.
This patch is mainly focusing on the following 4 issues:
1. There are totally 14 places that log the link mismatch errors
in almost same format.
2. A temporary string is created (STRUCT_NAME.FIELD_NAME) before
checking a field of a block, which is of no use if link succeeds.
3. LinkValidateVariablesBase needs to know "shaderTypes" if we support
geometry shader based on current structure. Since uniforms are
checked in the range of the whole program, it is unnecessary to
know in which shader a uniform is defined if link succeeds.
4. GLES 3.1 regards varyings with same location but different names
as matched, so it isn't enough to log errors only by one name.
This patch can solve all these issues by the following 3 changes:
1. Replace "infoLog" and "variableNames" by "mismatchedFieldName" (the
complete field name if the mismatch occurs on a field of a struct
or block).
2. Use enum LinkMismatchError as the return value of all linkValidate*
functions to reflect the detail of the link mismatch error.
3. Log all the link mismatch errors by InfoLog::logLinkMismatch where
we can get shader types instead of passing them into linkValidate*
functions.
BUG=angleproject:1941, angleproject:2144
TEST=angle_end2end_tests
Change-Id: I3ed876d61f812cc7a45a6a3c5fec0b4a88b9cc2c
Reviewed-on: https://chromium-review.googlesource.com/844215
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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cd3acf67
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2017-12-05T16:27:25
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ES31: Update block members static use
BUG=angleproject:1920
TEST=angle_end2end_tests
Change-Id: I90bcd3bf5a078623b3a739615fbc7b157b6fb94c
Reviewed-on: https://chromium-review.googlesource.com/808144
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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73618601
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2017-12-20T15:47:15
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ES31: Clean up Program::link
This patch intends to solve some structure and coding style issues
in Program::link to make it easier to support linking program with
geometry shader.
1. Move all the shader specific validations to linkValidateShaders.
Geometry shader related link validations can also be added here.
2. Rename functions with "VertexAndFragment" to "Graphics" because
these functions will also be responsible for the validations on
geometry shader.
3. Refer uniforms by pointer when validating uniforms.
4. Re-declare functions to 'static' if we can and capitialize the
first letter of all static functions in Program.h.
BUG=angleproject:1941
Change-Id: I46608e86bddc12d95cbbbf9a85803d07ccf843d8
Reviewed-on: https://chromium-review.googlesource.com/836149
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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94f1e89f
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2017-11-20T12:14:32
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ES31: Add atomic counter buffer data size
BUG=angleproject:1729
TEST=dEQP-GLES31.functional.ssbo.layout.*
dEQP-GLES31.functional.compute.basic.atomic_counter*
Change-Id: Ic78c0f089fd539c0b1064e8405d63505456dbc01
Reviewed-on: https://chromium-review.googlesource.com/777958
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3c1da04e
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2017-11-27T18:33:40
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Isolate GlslangWrapper header from most of ANGLE.
Since we might want to use the ANGLE PoolAlloc in the Vulkan back-end,
we want to make completely sure that it doesn't show up in any header
that might be included with the Glslang headers, since this could
cause a conflict.
This change moves as much as possible to forward-declaring instead of
including headers directly in ProgramLinkedResources.h. This means
making several internal Program helper classes external. I.E. instead
of Program::Bindings, we have ProgramBindings.
It also redeclares a "using" in two places, since it isn't possible to
forward declare these, and it seemed overdesigned to put the using in
a separate header.
Bug: angleproject:2264
Change-Id: Idd08706580c927327dddf46e86acbcd2c4e3286f
Reviewed-on: https://chromium-review.googlesource.com/792270
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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465835d6
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2017-09-26T13:34:10
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Support arrays of arrays in the API
The ShaderVariable class that is used as an interface between the
compiler and the rest of the code gets arrays of arrays support.
Array of array variables are passed from the compiler just like any
other variables. However, when stored in Program state each innermost
array constitutes a separate variable. This is done to make the
implementation match the GLES specification for program interface
query APIs.
This will be tested more fully once support for parsing arrays of
arrays lands in the compiler.
TEST=angle_end2end_tests, angle_unittests
BUG=angleproject:2125
Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb
Reviewed-on: https://chromium-review.googlesource.com/684742
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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acf2f3ad
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2017-11-21T19:22:44
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Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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3a9090fa
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2017-09-27T14:37:04
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ES31: Add BUFFER_VARIABLE and SHADER_STORAGE_BLOCK program interfaces
This patch collects the shader storage block members information.
It implements getShaderStorageBlockMemberInfo and getShaderStorageBlockSize
for OpenGL backend. Meanwhile, it implements BUFFER_VARIABLE and SHADER_STORAGE_BLOCK
interfaces for program query.
BUG=angleproject:1920
TEST=angle_end2end_tests:ProgramInterfaceTest*
dEQP-GLES31.functional.layout_binding.ssbo*
dEQP-GLES31.functional.compute.basic.empty
dEQP-GLES31.functional.compute.basic.ssbo_rw*
dEQP-GLES31.functional.compute.basic.ssbo_local_barrier*
dEQP-GLES31.functional.compute.basic.copy_image_to_ssbo_small
dEQP-GLES31.functional.compute.basic.copy_ssbo_multiple_groups
dEQP-GLES31.functional.compute.basic.copy_ssbo_multiple_invocations
dEQP-GLES31.functional.compute.basic.copy_ssbo_single_invocation
dEQP-GLES31.functional.compute.basic.copy_ssbo_to_image_small
dEQP-GLES31.functional.compute.basic.shared_var*
dEQP-GLES31.functional.compute.basic.ubo_to_ssbo*
dEQP-GLES31.functional.compute.basic.write_multiple_arr*
dEQP-GLES31.functional.compute.shared_var.basic_type.*
dEQP-GLES31.functional.compute.shared_var.work_group_size.*
dEQP-GLES31.functional.atomic_counter.*
Change-Id: Ie8b81fde5a2e919aab77adb3d137c9ff2f193409
Reviewed-on: https://chromium-review.googlesource.com/712235
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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7af0de52
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2017-11-06T17:09:33
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Rename UniformLinker.cpp/h to ProgramLinkedResources.
A more general name for a file that will house a collection of pogram
variable related linking code.
BUG=angleproject:2208
Change-Id: I82710f6abadd2df58fb58a3c4179989fe956e7e4
Reviewed-on: https://chromium-review.googlesource.com/755858
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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