src/libANGLE/renderer/metal/ProgramMtl.h


Log

Author Commit Date CI Message
Alexey Knyazev 8ed4d427 2024-07-11T00:00:00 Metal: Remove link tasks dependency on context Bug: angleproject:351165323 Change-Id: If9e5d141cb15a6fc6df8a5fd9a2cfe70efe19dfc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5701902 Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Shahbaz Youssefi ad013650 2024-03-22T03:42:44 Revert "Rename LinkSubTask -> PostLinkTask" This reverts commit 00eb6edba074a22389b09990ab856adfd417dd64. Reason for revert: Sub tasks are not actually post-link tasks for all the other backends (other than Vulkan), but they are a real part of the link job. Original change's description: > Rename LinkSubTask -> PostLinkTask > > This is a renaming change, no behavior changes are expected. > > Bug: angleproject:8297 > Change-Id: I734c7959f5ed6db2447853cc6f6256e3c8e86213 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5382224 > Commit-Queue: mohan maiya <m.maiya@samsung.com> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Bug: angleproject:8297 Change-Id: Iaebf9d165d810344bfc524042206ca427d270034 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5386432 Reviewed-by: Shahbaz Youssefi <syoussefi@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Mohan Maiya 00eb6edb 2024-03-20T06:49:38 Rename LinkSubTask -> PostLinkTask This is a renaming change, no behavior changes are expected. Bug: angleproject:8297 Change-Id: I734c7959f5ed6db2447853cc6f6256e3c8e86213 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5382224 Commit-Queue: mohan maiya <m.maiya@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 572323cc 2024-01-11T16:20:02 Fix program link after backend rejects program binary If ANGLE believes the program binary is fine, it populates the program executable. If the backend then rejects the program binary, the executable was not reset. After the rejection, ANGLE proceeds to redo the program link, in which case it fails in various ways (ASSERT failures, incorrect data etc) as it tries to accumulate info on top of the previous executable. Bug: angleproject:8471 Change-Id: Ia4d626f5f9643c39a81062da3d5d58aa4c6be762 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5189152 Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi dd8432b5 2023-11-14T14:39:45 Remove angle::Result::Incomplete from shader/program paths angle::Result is not an error code, and having Incomplete made it very unclear what the purpose of this class is. A follow up will remove it entirely. Bug: angleproject:8414 Change-Id: Ica8271b9f7d8868671c7658161e50a53ef23c681 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5028091 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi eb0d5997 2023-09-15T16:41:13 Move set/get uniform machinery to ProgramExecutable This is done because some uniforms are internally added by the compiler (draw ID, base vertex, and base instance) and are automatically set **on the installed executable**. This change fixes scenarios where a draw is done after a program has failed a relink, and therefore is unable to correctly set the uniforms (as it does not have access to the executable that is installed). It also fixes draws that use those uniforms in a PPO. Bug: angleproject:8297 Change-Id: Id74b4984b88aa09b5b81be1c91412d6c91711136 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4864693 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 68bfa1ed 2023-08-22T22:02:15 Support for link to be entirely parallelized The link job is split as such: - Front-end link - Back-end link - Independent back-end link subtasks (typically native driver compile jobs) - Post-link finalization Each step depends on the previous. These steps are executed as such: 1. Program::link calls into ProgramImpl::link - ProgramImpl::link runs whatever needs the Context, such as releasing resources - ProgramImpl::link returns a LinkTask 2. Program::link implements a closure that calls the front-end link and passes the results to the backend's LinkTask. 3. The LinkTask potentially returns a set of LinkSubTasks to be scheduled by the worker pool 4. Once the link is resolved, the post-link finalization is run In the above, steps 1 and 4 are done under the share group lock. Steps 2 and 3 can be done in threads or without holding the share group lock if the backend supports it. Step 2 is not yet made independent of the Context on some backends, and a frontend feature is used to make that step either run on the main thread or as a worker thread. Bug: angleproject:8297 Change-Id: I12f1e6bbaf365543dfcac969e166e0b5aa622104 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4808191 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi d664543f 2023-09-01T23:11:59 Metal: Move setupDraw and associated code to executable Last bits of state left in ProgramMtl that are now moved to ProgramExecutableMtl, and now ContextMtl does not reference the program at all. This fix was necessary for a follow up change that allows the program to be modified while the executable is installed, and the metal backend was crashing after a failed relink due its direct access to the program. Bug: angleproject:8297 Change-Id: Iadf623bf6baf612767ff372adee2e7f4eeedb593 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4833624 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 6ff209bc 2023-08-30T00:02:30 Clean up InfoLog usage during link The info log doesn't really belong to ProgramExecutable; it belongs to ProgramState. However, it is placed there for convenience since many functions access it. This change cleans up usage of InfoLog so the one in ProgramExecutable is consistently used, but also that is turned into a reference to ProgramState's InfoLog. This is necessary for a follow up change that restores the previous executable on link failure (and would thus otherwise lose the info log of the failing link). Bug: angleproject:8297 Change-Id: I088408e3fce9ebb35b1ec4ad3dc599bdb90bf5c5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4825624 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Shahbaz Youssefi ae67a24b 2023-08-25T14:51:50 Metal: Move program state to ProgramExecutableMtl Bug: angleproject:8297 Change-Id: I1d13f7aee1ff5b0ce799b486d8a57c83c4481983 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4812047 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi 4376a8c8 2023-08-16T12:02:57 Metal: Reduce link job dependence to context The dependence on ContextMtl is not entirely removed, though it seems feasible. In particular, ContextDevice is passed around while only the real underlying device is needed. Some refactoring is needed here to address that. Additionally, I haven't verified if all that is accessed through the display is thread-safe, which would be a pre-requisite to moving the entire link job to a worker thread on this backend. Bug: angleproject:8297 Change-Id: Ifd4b02694b0997a33d17aad0b47eb7ac4de104e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4784667 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi cfd9ccd0 2023-08-09T17:21:20 Reland: Vulkan: Move SPIR-V set up to link job This is a reland of 10f54902e816fa7e4cf314384e00590e2b9bfa1d Bug: angleproject:8297 Change-Id: I701b750a13ac5b17df67dee5b6c37c13c60f5b10 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4793219 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 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>
Shahbaz Youssefi 4ba4af61 2023-08-17T11:28:18 Revert recompile blocking on link Causing timeouts on some platforms. An alternative implementation will follow. This change also reverts two changes that depend on it: Vulkan: Move SPIR-V set up to link job 10f54902e816fa7e4cf314384e00590e2b9bfa1d. Vulkan: Move default uniform init to link job d8cd4dcdc9c55c88f030f7fca41357e99e600ed2. Bug: angleproject:8297 Change-Id: I9a258460e7bcaeac214be5e63c16c20681e0bcde Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4789843 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Shahbaz Youssefi 10f54902 2023-08-09T17:21:20 Vulkan: Move SPIR-V set up to link job Bug: angleproject:8297 Change-Id: I2c7eb0281d181560c8fa3ace007b1e547b6cf18e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4764619 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Shahbaz Youssefi 424f43e4 2023-08-11T17:07:16 Prevent shaders from recompiling while a link job is in progress This will prevent a guarantee that link jobs can take further advantage of. In particular, a good chunk of the link job is done serially and under the share group lock due to this recompile-while-link issue. After this change, that is no longer a problem, and most of the link can be made lockless/parallelized. Bug: angleproject:8297 Change-Id: Ic41ac62fb8c40131a69cd90fa9430584964677fa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4776338 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Geoff Lang 70ecc80f 2023-06-14T11:12:52 Metal: Store MSL in shared pointers to immutable strings The translated metal shader source is quite large and we store copies in both ProgramMtl and mtl::LibraryCache. Instead, store the source in shared_ptrs to immutable strings. This has a nice side effect of simplifying the cache keys for mtl::Library cache and avoiding string copies. This saves about 4% GPU process memory. Since these strings are rarely accessed, the overhead of shared_ptr is not a concern. Bug: chromium:1329376 Change-Id: I507529ff1e25cc6aafead272fc9bb6ab0b8dbe88 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4614361 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang b46344bb 2023-06-12T13:50:40 Metal: Cache render pipelines at the context level Cache Metal render pipelines in a new mtl::PipelineCache which lives at the context level. This allows us to clean up unused pipelines from programs that are not actively used. The cache limits were chosen based on running Chromium. Without a limit, the total number of pipelines peaks at ~200. With frequent GCs, the active working set usually sits at ~60 pipelines. Bug: chromium:1329376 Change-Id: Ifa83b797c893684294e16dd638f6b3a35e1d043f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4608486 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 5a77200b 2023-02-08T17:10:28 Metal: Implement parallel shader linking. Update the Metal library cache to be thread safe. Change absl::flat_hash_map back to std::unordered_map because the value types now contain a mutex which must not move. Only generate async compilation tasks for shaders that were not already compiled and in the cache. Collapse some of the link methods in ProgramMtl that only had one call site. All linking is now done in ProgramMtl::link and ProgramMtl::load. Support disabling parallel linking using the new enableParallelMtlLibraryCompilation feature. Bug: chromium:1385510 Change-Id: I71ba71a34d994066729df7e4170911f88c89de4a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4234153 Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Alexey Knyazev 4391d807 2023-01-19T00:00:00 Metal: Fix gl_FragDepth shader specialization Adjust fragment shader variants cache to account for depth attachment presence. Fixed: angleproject:7961 Change-Id: Ia6390d336d8b5c4abceb1050853e0665f117b156 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4218391 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Geoff Lang 9b00af52 2023-02-01T11:10:32 Metal: Add an in-memory MTLLibrary cache. Add a small cache for (msl + compile parameters) -> MTLLibrary at the egl::Display level. In regular executions of Chrome, the same shaders (particularly vertex) are compiled multiple times in different programs. Tested for a regular Chrome startup + open wikipedia + motionmark 1.2: 112/282 (40%) cache hits. Several different caching methods were profiled (LinkProgram perf test) - struct key with std::map : 303309 - struct key with std::unordered_map : 308090 - binary blob key with std::map : 263595 - binary blob key with std::unordered_map : 286051 - struct key + is_transparent with std::unordered_map : 304877 - struct key + is_transparent with absl::flat_hash_map : 335686 Using is_transparent allows us to search the hash map without copying the shader source string to construct the key structure. Bug: chromium:1385510 Change-Id: Ieec4ba526fe286276a4af7114d89cde32a8f9e1d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4214012 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Kyle Piddington b23bf47c 2023-01-25T18:50:40 Reland "Metal: rewrite default uniforms and uniform blocks" Instead of rewriting uniforms in shaders to match std140 layout, re-pack incoming uniform blocks' std140 packed variables to match Metal's layout. This change intorduces a new BlockLayoutEncoder for Metal types The block encoder handles packing typically larger GL types (bools) into smaller types, and adding support for more compressed matrix types. Since we no longer need to do shader-time packing and unpacking of data from std140 padded structs, complicated shader transformations have been removed. This patch greatly reduces register pressure, especially when working with shaders with arrays of previously expanded types. (Vec3's) Reland: Fix an issue where the default uniform block's final size was not aligned to the default uniform block's alignment requirements, causing crashes with the debug layer enabled. Bug: angleproject:7137 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3733524 Commit-Queue: Kyle Piddington <kpiddington@apple.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Change-Id: I89d3b817675486fde73b91b0be0f4c25986d4ba5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4209867
Kenneth Russell fb948319 2023-01-31T18:16:41 Revert "Metal: rewrite default uniforms and uniform blocks" This reverts commit b8bfe6f6c04a6cf4fac81f0363ad23a0b92b22f2. Reason for revert: potential cause of crashes/timeouts in crbug.com/1411755 Original change's description: > Metal: rewrite default uniforms and uniform blocks > > Instead of rewriting uniforms in shaders to match std140 layout, > re-pack incoming uniform blocks' std140 packed variables to match > Metal's layout. > > This change intorduces a new BlockLayoutEncoder for Metal types > The block encoder handles packing typically larger GL types (bools) > into smaller types, and adding support for more compressed matrix types. > > Since we no longer need to do shader-time packing and unpacking of data > from std140 padded structs, complicated shader transformations have been > removed. This patch greatly reduces register pressure, especially when > working with shaders with arrays of previously expanded types. (Vec3's) > > Bug: angleproject:7137 > Change-Id: Icd1da8c7a383f3354313a58618fc1bf6656726b4 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3733524 > Commit-Queue: Kyle Piddington <kpiddington@apple.com> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > Reviewed-by: Kenneth Russell <kbr@chromium.org> Bug: angleproject:7137 Bug: chromium:1411755 Change-Id: I1b6a62d7eb542c3e7ef4b84858ab2683abb66f8b No-Presubmit: true No-Tree-Checks: true No-Try: true Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4210448 Commit-Queue: Kenneth Russell <kbr@chromium.org> Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Kyle Piddington b8bfe6f6 2023-01-25T18:50:40 Metal: rewrite default uniforms and uniform blocks Instead of rewriting uniforms in shaders to match std140 layout, re-pack incoming uniform blocks' std140 packed variables to match Metal's layout. This change intorduces a new BlockLayoutEncoder for Metal types The block encoder handles packing typically larger GL types (bools) into smaller types, and adding support for more compressed matrix types. Since we no longer need to do shader-time packing and unpacking of data from std140 padded structs, complicated shader transformations have been removed. This patch greatly reduces register pressure, especially when working with shaders with arrays of previously expanded types. (Vec3's) Bug: angleproject:7137 Change-Id: Icd1da8c7a383f3354313a58618fc1bf6656726b4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3733524 Commit-Queue: Kyle Piddington <kpiddington@apple.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Shahbaz Youssefi 2072aea9 2022-12-13T15:23:49 Metal: Remove references to GLSLANG Bug: angleproject:7220 Change-Id: Ifae4dc427e34cdd3ec17b8f897c7dec59c779633 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4104001 Reviewed-by: Gregg Tavares <gman@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 69d9f077 2022-12-13T15:10:36 Metal: Remove references to ShaderInterfaceVariableInfoMap Bug: angleproject:7220 Change-Id: Ib78daa77779258aa450067d891c6af4ee4877446 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4104000 Reviewed-by: Gregg Tavares <gman@chromium.org> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 5b218196 2022-11-06T11:39:23 Metal: Remove compilation through SPIR-V Direct metal generation is stable. Bug: angleproject:6081 Change-Id: If9e76f61ad38f2fc9963f0181dfd03c99ffa3e2b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4003675 Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Eddie Hatfield 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>
Kyle Piddington c4a9d416 2022-01-05T15:28:11 Metal: Refactor to build without SPIR-V Refactor ShaderInterfaceInfoMap and constant names to thier own files, allowing Webkit to build without needing to compile SPIRV code via mtl_glslang_utils.cpp. Bug: angleproject:6782 Change-Id: I7a9c7e387145c95807f780e24bd2764e0efb5709 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3364970 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Kyle Piddington <kpiddington@apple.com>
John Cunningham 42bd4fc2 2021-12-10T14:58:17 Metal: add ANGLE_metal_create_context_ownership_identity. This Metal-specific EGL extension allows a given context and the GPU resources it allocates to be associated with a particular task ID on the system, for system-level bookkeeping purposes. Bug: angleproject:6795 Change-Id: I19ee0993564169b01c4a450e63dcfacd339b98b5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3335172 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Steven Noonan 584f1b78 2021-10-14T17:55:47 metal: fix crash when checking for flat attributes We can frontload the check of whether or not a shader program uses flat interpolation for its attributes. This prevents a crash where an application does: glAttachShader glLinkProgram glDetachShader glDeleteShader and the check tries to look at the shader attachments (which are no longer valid). Also add some tests to ensure that detaching shaders after program link doesn't cause crashes on indexed draws, and that the flat attribute detection works across program save/load. Bug: angleproject:6526 Signed-off-by: Steven Noonan <steven@valvesoftware.com> Change-Id: I70990808fdfd17608b4b720461cae1a0bdd064b8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3224663 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kyle Piddington <kpiddington@apple.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Kyle Piddington 54d4bfe5 2021-09-28T17:27:57 Update ANGLE Metal to Webkit at Sept 29 2021 This commit merges changes from Webkit into ANGLE upstream. The following commits were used: Current: https://git.webkit.org/?p=WebKit.git;a=commit;h=e01d0bda8f4b7dc2fd834b92802d15d8c15735f Previous: https://git.webkit.org/?p=WebKit.git;a=commit;h=492f078198748e8ff248eea0bb979cf79e5f5adfj The following commits were merged in from the Webkit Repository: (Hashes from git://git.webkit.org/WebKit-https.git) 03ea44c78ce5665d4ec9add271260121cbc7bc6c Problems with drawElements in some conditions https://bugs.webkit.org/show_bug.cgi?id=230107 c8dc8e0c4d1109d39a62eb197b45e95132380290 ANGLE Metal: single-component swizzles do not compile https://bugs.webkit.org/show_bug.cgi?id=230472 7285dbaaf5af15877d6c332b30ef7a4d67225460 webgl-compressed-texture-s3tc-srgb.html fails on Intel+AMD Metal https://bugs.webkit.org/show_bug.cgi?id=229941 4c72f92967ecd2a095666fef431384c4f5f60fb4 fragcolor-fragdata-invariant.html fails https://bugs.webkit.org/show_bug.cgi?id=223317 cd943145467f54e5928793c0dd3dfa2313c007dd ANGLE Metal index buffer restart range cache could be maintained.. https://bugs.webkit.org/show_bug.cgi?id=227451 f075ff77e592eabd54dd659a8e13617cc5faedc8 ANGLE Metal infinities and NaNs generated with incorrect syntax https://bugs.webkit.org/show_bug.cgi?id=229439 5862073269122f4b2d43d96d3922757557755e86 [Metal ANGLE] Fix over-autorelease of rx::DisplayMtl::getMetalDeviceMatchingAttribute()... <https://webkit.org/b/229128> 85f797ad31db048cb82cbafd428ef77f0b839312 ANGLE Cocoa compiles.... https://bugs.webkit.org/show_bug.cgi?id=228987 a67918ba279ad4842b6ae84a79c3f1c0cdc35ace Avoid infinite recursion... https://bugs.webkit.org/show_bug.cgi?id=228978 d341f67de0033adcf1ec6373ace6a54b06c4a031 Cherry-pick ANGLE: Revise WebGL's shaderSource validation https://bugs.webkit.org/show_bug.cgi?id=228951 1e2714d981e97de8234ba055570dfdf56e8b6944 3.5 MB system-wide footprint impact due to thread-locals... https://bugs.webkit.org/show_bug.cgi?id=228240 d32e5cca34081997d32504b0b56c18b9703ff3be Build Default Metal library offline https://bugs.webkit.org/show_bug.cgi?id=227333 33702279faccfd4c8d1c8a6d549925f9ca9a4e8f WebGL2 demo doesn't work due to failing compilation.... https://bugs.webkit.org/show_bug.cgi?id=226865 0a075885d242db38c4e435a6597173dc3b082173 rAF driven WebGL submits excessive amount of GPU work... https://bugs.webkit.org/show_bug.cgi?id=227059 f38a92b3e7c17efda269caa7066e7ffe2f828e72 WebGL shader link error in iOS 15 beta: "Internal error..." https://bugs.webkit.org/show_bug.cgi?id=227723 98d48f011d561531470d97f26a022767b5452fb7 REGRESSION (r279466): [Big Sur] webgl/1.0.3/conformance &... https://bugs.webkit.org/show_bug.cgi?id=227596 Bug: angleproject:6471 Change-Id: I07166d0dc4b5c3579d98353485b3245b81c7b882 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3194322 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Kyle Piddington <kpiddington@apple.com>
Kenneth Russell da3db87e 2021-07-06T14:00:58 Upstream latest changes to Metal backend from Apple to 7/1/2021 This CL merges in the ANGLE changes between these two WebKit commits: https://git.webkit.org/?p=WebKit.git;a=commit;h=8648b353ab1d7730438c2e08319e1a4d64982c31 https://git.webkit.org/?p=WebKit.git;a=commit;h=166e4924a52971d6a32ad48247a439b16c00e062 Include provoking vertex buffer out of bounds fix from https://bugs.webkit.org/show_bug.cgi?id=230107 Fix bad merge of resetting of dirty bits, breaking DepthStencilFormatsTest.DepthTextureRender test and perhaps others. Disable GL_APPLE_clip_distance when the direct-to-Metal compiler is active. It can not yet handle the gl_ClipDistance array. Disable use of rectangular textures for IOSurfaces. Metal can bind IOSurfaces to 2D textures, and this was passing all tests in the SPIR-V Metal backend. Introducing rectangular textures breaks the SPIR-V Metal backend, and the tests currently fail on the direct-to-Metal backend. Fix several bugs with ProvokingVertex, which was causing both the SpirV and Direct backends to incorrectly draw indices. (https://bugs.webkit.org/show_bug.cgi?id=230107) Skip the following tests on the Metal backend which is still failing RobustResourceInitTestES3.BlitDepthStencilAfterClearBuffer GLSLTest_ES3.GLVertexIDIntegerTextureDrawArrays/ES3_Metal With these changes, angle_end2end_tests again runs to completion. Bug: angleproject:6395 Change-Id: I3cc58f531426a95fc8f177a4ad87f56c1855a546 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3167010 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kyle Piddington <kpiddington@apple.com>
Kyle Piddington f6616c71 2021-09-14T17:42:22 Reimplement transform feedback on direct-to-Metal backend Connect the Transform Feedback code generation from Webkit ANGLE to the shader specialization code. Bug: angleproject:6393 Change-Id: I090c44c6ee97e8e0af8c38433bfb74c2080784f9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3161455 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Gregg Tavares <gman@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Kyle Piddington d33a2222 2021-04-26T16:56:15 Upstream Apple's direct-to-Metal backend: compile libANGLE. This change is meant to merge the metal backend changes from Apple's direct-to-Metal backend. Taken from Kyle Piddington's CL: https://chromium-review.googlesource.com/c/angle/angle/+/2857366/ The goal of this CL is to merge the metal backend code in a state that compiles, but not to switch the Metal backend over to using the direct-to-metal backend yet. Bug: angleproject:5505 Bug: angleproject:6127 Change-Id: If6783e06e0086b3a1dd25c6f53caca5cfc96cb86 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2950067 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Le Hoang Quyen 6136cbcb 2020-09-23T21:31:05 Metal: Implement transform feedback - XFB is currently emulated by writing to storage buffers. - Metal doesn't allow vertex shader to both write to storage buffers and to stage output (i.e clip position). So if GL_RASTERIZER_DISCARD is NOT enabled, the draw with XFB enabled will have 2 passes: + First pass: vertex shader writes to XFB buffers + not write to stage output + disable rasterizer. + Second pass: vertex shader writes to stage output (i.e. [[position]]) + enable rasterizer. If GL_RASTERIZER_DISCARD is enabled, the second pass is omitted. + This effectively executes the same vertex shader twice. TODO: possible improvement is writing vertex outputs to buffer in first pass then re-use that buffer as input for second pass which has a passthrough vertex shader. - If GL_RASTERIZER_DISCARD is enabled, and XFB is enabled: + Only first pass above will be executed, and the render pass will use an empty 1x1 texture attachment since rasterization is not needed. - If GL_RASTERIZER_DISCARD is enabled, but XFB is NOT enabled: + we still enable Metal rasterizer. + but vertex shader must emulate the discard by writing gl_Position = (-3, -3, -3, 1). This effectively moves the vertex out of clip space's visible area. + This is because GLSL still allows vertex shader to write to stage output when rasterizer is disabled. However, Metal doesn't allow that. In Metal, if rasterizer is disabled, then vertex shader must not write to stage output. - See src/libANGLE/renderer/metal/doc/TransformFeedback.md for more details. Bug: angleproject:2634 Change-Id: I6c700e031052560326b7f660ee7597202d38e6aa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408594 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Le Hoang Quyen 1677cf14 2020-09-13T20:14:59 Metal: Implement Uniform buffers Uniform buffer is implemented in two forms: - If number of ubo used in shader program is low, each buffer will use one discrete Metal buffer slot. - If number of ubo used is large, they will be embedded into one Metal argument buffer. Argument buffer is similar to Vulkan descriptor set. This is due to limit of number of Metal's discrete buffer slots which is only 31 and over half of them are already used by vertex attributes, default uniforms, driver uniforms, etc. The downside is that whenever a buffer binding is changed, the argument buffer must be updated also. Added empty TransformFeedbackMtl implementation to enable ES3 context creation on Metal. Bug: angleproject:2634 Change-Id: I69325696fac735cb45ab88ab55468c0991abc317 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408593 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Courtney Goeltzenleuchter c5b5cf6c 2020-09-10T16:58:18 Refactor to pass ProgramMergedVaryings to link impl Follow-on CL needs the ProgramMergedVaryings in the Vulkan backend to generate valid SPIRV. Bug: angleproject:3078 Change-Id: Ic442a3e0bd713fec36bd6b9420f67f3b1118e5ad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2404336 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Le Hoang Quyen 9277ee74 2020-07-06T12:40:58 Metal: Implement MSAA default framebuffer. GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask writing logic to fragment shader. New test added: MultisampleTest.ContentPresevedAfterInterruption. - Skip on D3D11 (Bug: angleproject:4609) Bug: angleproject:2634 Change-Id: Ib44daf0baccc36ea320596d81713156047da059c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Hoang Quyen 5e13757b 2020-05-11T00:50:00 Metal: Fix array of structs containing array of samplers bug. Previously ProgramMtl could try to bind fixed slots to samplers based on layout (set=..., binding=...). However, GLSL layout model is different from Metal slots assignment. For example, The following is valid layout in GLSL: - array samplers A[2] is bound to index 0. - array samplers B[2] is bound to index 1. It is invalid to do so in Metal, since A occupies 2 slots, thus samplers B[2] must be bound to slots starting from 2. New binding method: let spirv-cross auto assigns the texture slots and retrieve them after compilation. Incomplete textures moved to ContextMtl using IncompleteTextureSet. New test added: GLSLTest.ArrayOfStructContainingArrayOfSamplers. Bug: angleproject:2634 Change-Id: Ib0edaaf8b20512e1272c37c1d4b16a88a5b35e75 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193193 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Geoff Lang 07467b4a 2020-03-20T10:40:56 Remove GL_CHROMIUM_path_rendering Bug: chromium:1063193 Bug: angleproject:4270 Change-Id: I35b24b7d8d892181955e49dd2495655bc57cb0df Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2112275 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi e5385ea9 2020-01-27T13:40:18 Vulkan: Compile shaders at link time Since line raster emulation was changed to use specialization constants, it has been possible to compile shaders at link time. However, program pipeline objects would have required keeping the shader sources around for recompilation. Now that all necessary decorations are modified directly in SPIR-V, it's possible to compile the shaders at link time and forget about their sources. Program pipeline objects then simply "reconfigure" the generated SPIR-V. A next step could be to also create the Vulkan pipeline object at link time. A number of failures due to gaps in CTS testing prevent that work currently. In particular, in some situations the generated SPIR-V is not per spec, for example it may contain vertex attributes with aliasing locations, or have transform feedback capture of array elements misconfigured. Bug: angleproject:3394 Bug: angleproject:4253 Change-Id: I54c0884cf056b511a4a306225cc6ed2cef84d257 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2023186 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi 71e6afb1 2020-01-14T14:12:31 Vulkan: Set set/binding in SPIR-V This change introduces a SPIR-V transformer that modifies shader interface variable decorations directly in SPIR-V instead of manipulating the input GLSL. Currently, descriptor set and binding indices are set by the transformer. The shader translator outputs arbitrary set and binding indices. Once compiled by glslang, the SPIR-V transformer modifies these decorations. The ultimate goal is to be able to modify the SPIR-V again when program pipeline objects decide a different set/binding is necessary. Bug: angleproject:3394 Change-Id: If358265a72bf1fe9f5676562b39a632cb2e05dc4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2001477 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Le Quyen fe26bae4 2019-10-29T18:38:53 Metal backend implementation pt 2 This is without Metal specific shader translator implemented yet. Bug: angleproject:2634 Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Le Quyen d200a77a 2019-10-10T00:44:01 Metal backend skeleton implementation. Bug: angleproject:2634 Change-Id: I34be82f4a80a6851fecb53a51e069b134d82613a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1849079 Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>