|
f17cd288
|
2020-09-18T11:36:50
|
|
Refactor IsMipmapFiltered to take the min filter directly.
This function is more useful if it takes just the min filter mode
instead of the entire sampler struct to read a single member.
Bug: b/167404532
Change-Id: Ie8c01c4095a615f06fe046fb175cdfb92fa54cbf
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2419111
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
71e7a5a6
|
2020-09-14T13:56:19
|
|
Vulkan: Move mAttachedColorBufferMask to FramebufferState
This moves the bit mask of attached color buffer to front end. No
function change is expected.
Bug: b/167301719
Change-Id: I4eec3a419560b91875260b812a036ceaaeb6b5bb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2410790
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
|
|
543a3962
|
2020-09-02T09:40:10
|
|
Vulkan: Fix resolve-with-subpass with non-zero read attachment
The draw framebuffer's color index was used to get the read buffer of
the source framebuffer.
Bug: b/159903491
Change-Id: I7a1626e6732367c14d46f1e1be4057998fdbf011
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2390440
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
d787149a
|
2020-08-20T17:33:49
|
|
Allow rendering to unused levels of bound Textures.
This CL refines the feedback loop check to allow rendering to non-
sampled levels of currently bound textures. This is a technique
sometimes used to initialize a mip chain of a texture.
Also adds a regression test that fails on Vulkan.
Bug: angleproject:4500
Bug: angleproject:4690
Change-Id: I5fd370e36a2919c82170abcbd2b0897c075bdcc7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2367314
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
ea3f501e
|
2020-08-18T11:13:33
|
|
Feedback Loop Redesign 3/3: Remove feedback loop tracking.
We now we detect feedback loops by tracking the Framebuffers that the
Texture is bound to. We still have the old tracking method that counts
sampler and image bindings in the code as well.
This CL removes the old front-end tracking for feedback loops. It's no
longer used by any back-ends. This removal should reduce CPU overhead
around Texture and Program binding changes. Reverts the image binding
tracking to the simpler scheme that tracks if a Texture has ever been
bound as an Image. This should practically have little or no perf
effect and we can reinstate some simpler tracking in the future if
required.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: Idc625d6e4c519919f97a4dc72dd9c35d262706fb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2363210
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
|
|
185d9d08
|
2020-08-14T22:48:15
|
|
Re-land "Feedback Loop Redesign 2/3: Track bound FBOs in Texture."
Re-land fixes the crash when drawing with no bound Program executable.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
This CL adds a small vector class to gl::Texture which tracks all the
Framebufer Serials of its bound Framebuffers. We can use this set to
quickly check if there's any potential feedback loop between the a FBO
and this Texture.
We also update the feedback loop check to use this new method. We will
be able to remove the old counting method when we switch the Vulkan
feedback loop handling to use the new tracking in this CL.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: If2bd25b08298a99f5e64b4055137f9154b0f0860
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365595
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f6fb6da8
|
2020-08-19T21:04:35
|
|
Revert "Feedback Loop Redesign 2/3: Track bound FBOs in Texture."
This reverts commit 699bcde0b729853f33474941a313f6d5c9e63faf.
Reason for revert: Breaking GLES2WebGLDecoderPassthroughTest.DrawArraysInstancedANGLEEnablement. Here is a sample build : https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%29/4240
Original change's description:
> Feedback Loop Redesign 2/3: Track bound FBOs in Texture.
>
> Currently we track feedback loops by counting the times a Texture is
> bound as a sampler or image in a particular context. This is a bit
> tricky because Texture bindings change frequently. Relative to the
> number of times we need to check for a feedback loop this causes excess
> overhead.
>
> Usually Framebuffers have a low number of Textures bound (in many cases
> just 1). And Textures aren't usually bound to many different FBOs. So
> instead of counting the number of times a Texture is bound as a sampler
> or image we will track the Framebuffers that the Texture is bound to.
>
> This CL adds a small vector class to gl::Texture which tracks all the
> Framebufer Serials of its bound Framebuffers. We can use this set to
> quickly check if there's any potential feedback loop between the a FBO
> and this Texture.
>
> We also update the feedback loop check to use this new method. We will
> be able to remove the old counting method when we switch the Vulkan
> feedback loop handling to use the new tracking in this CL.
>
> Bug: angleproject:4500
> Bug: angleproject:4959
> Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850
> Reviewed-by: Tobin Ehlis <tobine@google.com>
> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
TBR=tobine@google.com,courtneygo@google.com,jonahr@google.com,jmadill@chromium.org
Change-Id: Ica795036895652add37ac8ed319031f9d5a321ac
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:4500
Bug: angleproject:4959
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365077
Reviewed-by: Khushal <khushalsagar@chromium.org>
Commit-Queue: Khushal <khushalsagar@chromium.org>
|
|
699bcde0
|
2020-08-14T22:48:15
|
|
Feedback Loop Redesign 2/3: Track bound FBOs in Texture.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
This CL adds a small vector class to gl::Texture which tracks all the
Framebufer Serials of its bound Framebuffers. We can use this set to
quickly check if there's any potential feedback loop between the a FBO
and this Texture.
We also update the feedback loop check to use this new method. We will
be able to remove the old counting method when we switch the Vulkan
feedback loop handling to use the new tracking in this CL.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d0b270e6
|
2020-08-14T21:55:17
|
|
Feedback Loop Redesign 1/3: Framebuffer Serials.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
Because FBOs are unique to a Context, a Texture could be bound to two
different FBOs with the same ID. In this CL we introduce a new Serial
for the FBO which is unique to an EGL Share Group. This way we can
ensure we don't make the wrong call when a Texture is referenced by a
Framebuffer. It also replaces the old FB serial which was again only
unique to a particular Context.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: I0a9989d861a4132bd3b7ed85f699a4448ff37a4e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358849
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6eb7756d
|
2020-08-07T17:41:39
|
|
Vulkan: tell ContextVk when swapchain is re-created
For an app that only draws to the swapchain, if the swapchain is
recreated with a different rotation (as done by the ANGLE perf tests
when switching from Angry Birds 2 to Candy Crush), ContextVk is not
informed, and so the new rotation is ignored. Use the
subject-observer pattern to set the appropriate dirty bits.
Test: run_angle_perftests --gtest_filter=TracePerfTest.Run/vulkan_angry*:*vulkan_candy* --verbose --local-output
Bug: angleproject:4910
Bug: b/163126746
Change-Id: Ib5303e9c4095db1b3e736911f483589e40a73d0c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2341768
Commit-Queue: Ian Elliott <ianelliott@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
81370214
|
2020-07-29T12:54:02
|
|
Pass the Command when sync'ing dirty objects
A new enum is being created that contains command types, which are then
passed to each dirty object when they are synced. This allows the
syncState() methods to perform special handling for each command type.
This change is in preparation for optimizing resolving multisample
images with glBlit, since the render pass needs to be updated before
it's ended.
Bug: angleproject:4753
Change-Id: I77701f79418d35cff689e864c8a8b47b6fca0255
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2327335
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
f776eb9c
|
2020-08-01T23:45:24
|
|
Vulkan: EXT_multisampled_render_to_texture2 support
The previous change that implemented EXT_multisampled_render_to_texture
already provisioned this extension in the Vulkan backend. This change
implements the front-end for this extension and enables it in the Vulkan
backend.
Bug: angleproject:4836
Change-Id: I7080260972e61727c5716051c236f635668cb67b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2330510
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
248119b3
|
2020-07-20T16:05:45
|
|
Vulkan: Fix render target's tracking of content defined
Imagine the following scenario:
1. Clear draw framebuffer
2. Invalidate draw framebuffer
3. Update texture attached to draw framebuffer
4. Draw again into draw framebuffer
Step 3 could be a number of things, such as glCopyTex[Sub]Image,
glBlitFramebuffer, glTex[Sub]Image2D, glGenerateMipmap etc.
In the above scenario, at step 2, the framebuffer's render target
remembers it being invalidated (mContentDefined = false). This is used
to set the loadOp of the next render pass to DONT_CARE.
However, mContentDefined was implemented for a very specific
optimization regarding the swapchain's depth buffer. The reuse of this
variable for glInvalidateFramebuffer was erroneous as this variable
didn't track whether the contents are defined for the general case.
With this change, mContentDefined is set to true during
FramebufferVk::syncState for each render target whose contents are
marked dirty.
This change additionally makes glBlitFramebuffer signal the contents of
the blit targets as dirty, as well as textures that are used as storage
images.
Bug: angleproject:4859
Change-Id: I68c829f75ff4a3d03bb293ec72c609384983026d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2309110
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
|
|
c757e607
|
2020-07-21T10:18:41
|
|
Vulkan: Fix deferred clears and noop clear and blit
Imagine the following situation:
1. Clear draw framebuffer
2. Noop operation on the framebuffer (Clear, ClearBuffer,
BlitFramebuffer with flags specifying non-existing attachments)
3. Change framebuffer's attachment
4. Draw into framebuffer
At step 2, FramebufferVk::syncState was called before noop-ing the
operation. During syncState, deferred clears were stored in the
framebuffer and weren't flushed because the actual operation was not
performed.
At step 4, the deferred clear meant for the prior attachment gets
applied to the new attachment.
Bug: angleproject:4865
Change-Id: I5b096bacf00356b4dccd4cbc9561b87b1bb557d8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2309224
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
dce37b7d
|
2020-06-21T22:27:06
|
|
Serialize framebuffers + compare contexts for CaptureReplayTests
Adds to frame capture the ability to serialize a frame's pre-swap
GL state and store it in the binary data file
Adds to CaptureReplayTests the ability to compare its serialized GL
state with the serialized state pulled from the binary data file
Adds a serialization module that serializes framebuffers' GL states
and the contents of their color attachments
Adds checks to automation script so that it would skips tests that
do not produce the expected trace files
Adds exception handling to automation script so that it will not crash
when a replay build crashes
Bug: angleproject:4779
Change-Id: I40a02e018073749e79f0ddbfd3d4065745548f46
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2258295
Commit-Queue: Manh Nguyen <nguyenmh@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
d4874cb3
|
2020-06-25T10:49:32
|
|
Reformat Framebuffer::readPixels
Reformat Framebuffer::readPixels and its overriding methods
to the following method signature
angle::Result readPixels(const Context *context,
const Rectangle &area,
GLenum format,
GLenum type,
const PixelPackState &pack,
Buffer *packBuffer
void *pixels);
This will allow capture replay tool to use its own PixelPackState
to read pixels from framebuffer without having to set the global states
Bug: angleproject:4787
Change-Id: Idc64179d8e8f6b5163ef0747f239cd5172a2491b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2267417
Commit-Queue: Manh Nguyen <nguyenmh@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ec010006
|
2020-06-15T16:36:05
|
|
Revert "Remove redundant BlendStateArray tracking"
This reverts commit c746ac65e9d64aa74065ee30d7e7e810088c429c.
Reason for revert: Possible performance regression
BUG=chromium:1085996
Original change's description:
> Remove redundant BlendStateArray tracking
>
> Keep legacy BlendState for now.
>
> Bug: angleproject:4394
> Change-Id: Icba2b2f3a071d0f838a5480ff94869d35b776d94
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2169093
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
> Commit-Queue: Kenneth Russell <kbr@chromium.org>
TBR=geofflang@chromium.org,kbr@chromium.org,jonahr@google.com,jmadill@chromium.org,lexa.knyazev@gmail.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: angleproject:4394
Change-Id: Id05b382e951a7256805cffe696325b6b6d940e96
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2246719
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
3d5f0c82
|
2020-05-19T20:05:57
|
|
Use surface texture offset for clears and blits
https://chromium-review.googlesource.com/c/angle/angle/+/2186176 added
surface texture offset attributes for D3D11 pbuffer surfaces, but the
implementation didn't apply the offset to blits or clears. This CL fixes
that and includes a unit test for blit, clear, and draw.
Also renames textureOffset to surfaceTextureOffset throughout since it's
clearer, and fixes the dcomp surface test to specify the update offset
returned by dcomp BeginDraw().
Bug: angleproject:2997
Change-Id: I9298ccf55cbb2d04c3b8f78e12f9d07dc8fa54b5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2210967
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c746ac65
|
2020-04-27T03:55:20
|
|
Remove redundant BlendStateArray tracking
Keep legacy BlendState for now.
Bug: angleproject:4394
Change-Id: Icba2b2f3a071d0f838a5480ff94869d35b776d94
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2169093
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
|
|
4b225c70
|
2020-05-06T15:38:12
|
|
Add texture offset attributess for D3D texture pbuffer surfaces
Add EGL_TEXTURE_OFFSET_X_ANGLE and EGL_TEXTURE_OFFSET_Y_ANGLE attributes
to EGL_ANGLE_d3d_texture_client_buffer which are used to specify offsets
used for rendering into the pbuffer surface backed by a D3D11 texture.
Rendering with the correct offset is needed when Chrome gets a texture
and offset from an external source e.g. when calling BeginDraw() on
IDCompositionSurface.
Bug: angleproject:2997
Change-Id: I363f739f3f05c38720f385e34c91e98fc6a622a0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2186176
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
|
|
c6aef6dd
|
2020-05-02T20:24:56
|
|
Skip indexed clears on disabled draw buffers
Fixes ClearTestES3.ClearDisabledNonZeroAttachmentNoAssert
Also fixed an assert in RenderTargetCache::updateColorRenderTarget
Bug: angleproject:4607
Change-Id: Ic527eabacd424786736876136590b8409c9b49d1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2172091
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1033d55d
|
2020-04-07T14:01:24
|
|
Pass binding enum to Framebuffer::syncState.
Will allow us to determine if we're clearing the read or draw FBO. Then
we can stash clears for the draw FBO only and issue them immediately
for the read FBO in the Vulkan back-end.
Bug: angleproject:4517
Change-Id: Ifc043317d6156a75749b13f9d2c44a17e14ee378
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2139997
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c916fe8a
|
2020-04-02T16:57:49
|
|
Don't call syncState inside FBO queries.
This prevents a syncState ordering issue that was confusing FBO sync
when robust resource init is enabled. Also cleans up some redundant
format processing for the half float extensions.
Bug: angleproject:4517
Change-Id: Ieb13fc5203cf824a3e8affda96ea5cbbd89d78ee
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134411
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c9c4e4ed
|
2020-04-02T10:29:52
|
|
Track rendering feedback loops by-context.
This fixes an issue where feedback loops detection would trigger false
positives based on texture use in multiple contexts.
1) there are two contexts, C1 and C2, sharing resources
2) in C1, there is a texture T bound to GL_TEXTURE_2D, and a program in
use that will sample C1
3) in C2, a framebuffer is created and T is bound to it
This fix indexes each set of active bindings in an object by ContextID.
We can potentially redo this solution in the future if this proves to
have too much tracking overhead.
Includes a test writen by Ken Russell.
Bug: angleproject:4517
Change-Id: I67012e68947c42d863dca193972576c82d5f3712
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134406
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
b83b0f5e
|
2020-01-31T15:09:17
|
|
Add support for NV_read_depth, NV_read_stencil and NV_depth_buffer_float2 extensions
This cl adds the ability for the ReadPixels function to read other
attachments than the color attachment. Checks were added for both
depth and stencil attachments.
A new test was added (DepthStencilFormatsTest.DepthStencilReadback)
to test this new functionality. As the name mentions, it's used to
test reading from the depth and stencil attachments using ReadPixels.
Bug: angleproject:4295
Change-Id: I6fe9be11f05d6055a5883b4315f870e7c0ac41ad
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2031702
Commit-Queue: Alexis Hétu <sugoi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d03b15b2
|
2020-03-26T17:22:18
|
|
Vulkan: Mask out Depth/Stencil RTs in feedback loops.
This should enable some cases of limited support for feedback loops
with depth/stencil buffers. For example with Manhattan and the Vulkan
back-end.
Increases the number of RenderPasses in Manhattan slightly. This will
regress performance slightly until we can work out a better solution
that is also conformant with the spec.
Bug: angleproject:4517
Change-Id: I2758e6b4c2a930474c09cdc0950f3b6c34541089
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2106670
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
|
|
bd2bdf9f
|
2020-03-26T15:40:09
|
|
Fix feedback loop clearing detection.
Bug: angleproject:4517
Change-Id: I3231b129718019f83495843404cd011eb2cd480d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2122689
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
c77cb596
|
2020-03-24T14:39:32
|
|
No-op draw calls with rendering feedback loops.
This is quite within spec and protects our various back-ends from FB
loops. Also makes the check more cached for optimization purposes.
Bug: angleproject:4490
Change-Id: Ia82ec88244d07670d68ce53495b5893b8a75ac42
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2118153
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
1c88cf27
|
2020-03-18T18:00:01
|
|
Add optimized rendering feedback loop tracking.
This can be used both for WebGL and the Vulkan back-end workaround for
Manhattan. Uses the recently added tracking for Textures being bound as
samplers. Then caches this information in the Framebuffer using the
Subject/Observer pattern.
Bug: angleproject:4490
Change-Id: I08bef0a1b95c4333da19c2dae1f02a993e5835e1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2109335
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
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|
605ab763
|
2020-02-24T19:43:32
|
|
D3D11: Implement OES_draw_buffers_indexed
Existing CONSTANT_COLOR/CONSTANT_ALPHA limitation was generalized to independent blend states with draw call invalidation and a new end2end test. dEQP tests that are incompatible with this limitation result in INVALID_OPERATION and are marked as FAIL.
D3D11 renderer always normalizes and deduplicates requested blend states based on their enabled features and bound framebuffer.
Bug: angleproject:4394
Change-Id: I284796e18be71de1b5bfb087d36f6a45be4c3f70
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2070575
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
bd4e756a
|
2020-02-17T09:49:45
|
|
Const-ify the validation layer.
Enforces that the validation layers should be working pretty much read-
only with the exeption of updating caches. Requires a few tricks:
- updates EP code generation to add 'const' to pointer parameters
- enables a kludge const_cast to enable the robust query extension
- makes some members of Framebuffer mutable to work around syncState
- makes 'is' queries and other methods in Context/State const
Will allow us to more safely expose the no_error extension.
Bug: angleproject:1280
Change-Id: Id9756757854c9e68fc096ecec8d93759fbe6b3a4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2060689
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
c431d596
|
2019-12-16T10:59:44
|
|
Add Serial to all GL resources.
The Serial will help track active resources for filtering out
inactive setup calls in capture/replay.
Bug: angleproject:4223
Change-Id: I64ba50f27d656c12d45155dc735e9b6f9c04528f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1969062
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
4c7db77e
|
2019-10-31T15:42:31
|
|
Vulkan: Set limitation on maxComputeWorkGroupCount
According to Table 20.45 and Chapter 17 in the ES 3.1 spec, MAX_COMPUTE_WORK_GROUP_COUNT
is get as a GLint by using GetIntegeri_v. However, it is an unsigned integer
in the Vulkan. It needs to set limitation on maxComputeWorkGroupCount[] during
translating.
1. Change the data type to GLint stored in Caps.
2. Ensure that the limitation is set during initialization.
3. Add workaround for angleproject:4120
Bug: angleproject:4066
Change-Id: I1659ba1d560e30b9599cace0feeab8a18890c3ff
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1890586
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Ian Elliott <ianelliott@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2d0e5b55
|
2019-08-27T13:49:07
|
|
GL_EXT_multisampled_render_to_texture extension. Part 2.
For textures that use this extension, a multisampled texture is
implicitly created for the texture.
Upon write or read, the multisampled texture is either return
to be drawn to or resolved and returned as a single sampled texture.
This is the functionality change with end2end tests.
Bug: angleproject:980428
Change-Id: I5776875a132fed7a3f4f00fb02f9e8e250684630
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1773717
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f703443b
|
2019-09-21T14:10:35
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|
Use Resource IDs in RefCountObject.
This lets us use strongly typed IDs pretty much everywhere. Only one or
two additional places still use GLuint IDs. Mostly for external queries
and for Framebuffer Attachments.
With some clever type reflection helpers lets us define a single
template function for handling operator== and != for resource IDs.
Refactor in preparation for more Capture/Replay work.
Bug: angleproject:3611
Change-Id: I1c0c848e89eb8a4b769714d57686f816daf01634
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1815550
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
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|
32d6006b
|
2019-09-06T10:10:08
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|
Don't block setting the DEPTH_STENCIL attachment based on the resource format.
By blocking the attachment at this point, it doesn't allow for the resource to
have a depth stencil format later.
BUG=997702
Change-Id: Iec5243012cb9a9527c5b1467d44c393b0dc6bddc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1780898
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
7e44ec26
|
2019-08-26T15:59:48
|
|
GL_EXT_multisampled_render_to_texture extension. Part 1.
Adding new parameters for extension without adding any real code change. Since no new code paths were added, we expect all tests to pass as before.
Bug: angleproject:980428
Change-Id: I551b46a66f422eabd357fd021e00cf266a991efb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1772377
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
2c5d48a6
|
2019-08-23T09:28:35
|
|
Use FramebufferID in place of GLuint handle
Bug: angleproject:3804
Change-Id: I5e1b5f1903b05a91468379e00ec130802315cdc2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769039
Reviewed-by: Jiacheng Lu <lujc@google.com>
Commit-Queue: Jiacheng Lu <lujc@google.com>
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|
56ba54cc
|
2019-08-08T13:03:34
|
|
Support separate read and draw surfaces in eglMakeCurrent
Update ANGLE's default framebuffer implementation to support reading
and writing to different surfaces within the same framebuffer.
Bug: angleproject:2620
Test: EGLSurfaceTest[3]
Change-Id: I4b1ea04ca87a751f80cf190bf3adec148fc4fce3
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1744746
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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9d737966
|
2019-08-14T12:25:12
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|
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>
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2ab08edc
|
2019-08-12T16:20:21
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|
Use TextureID in place of GLuint handles.
Bug: angleproject:3611
Change-Id: Ie6156e8732b3ca4dc6c4439c059a5481a4dfd250
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1738753
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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7c7dec01
|
2019-08-06T17:44:11
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|
Use RenderbufferID in place of GLuint handles.
This will allow frame capture/replay to more easily emulate object
handle manipulation. It also provides a bit of type safety. Also
generalizes ResourceMap to handle non-GLuint IDs.
Bug: angleproject:3611
Change-Id: I174fd260f326e0dbe2aca3f818215c91d82cf48c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1706559
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
626a7280
|
2019-07-08T15:11:59
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|
Vulkan: Implement framebuffers without attachments
It is possible to render to a framebuffer object that has no
attachments. However, the rasterization of primitives is always
based on the area and characteristics of the bound framebuffer.
These characteristics (size, number of samples, etc.) would normally be
defined by the attached images. If no images are attached, these
characteristics are defined by their default values.
Bug: angleproject:3579
Test: dEQP-GLES31.functional.fbo.*no_attachments*
Test: dEQP-GLES31.functional.state_query.framebuffer_default.*
Change-Id: I9580b924ac810db573cd8df96273fbb01bbb1f73
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1690688
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
020abb8b
|
2019-07-24T11:33:49
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|
Vulkan: invalidate translation buffers for SSBOs
Translation buffers weren't being marked dirty after running a compute
shader in which they are bound as SSBOs.
This change invalidates all SSBOs after a draw or compute call.
Bug: angleproject:3739
Change-Id: I66b56df7e619b55afc7e3da6b5613b6d050e06bb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1717144
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: James Dong <dongja@google.com>
|
|
7151fe54
|
2019-07-17T15:15:27
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|
Port adjust_src_dst_region_for_blitframebuffer workaround to ANGLE.
BlitFramebuffer has issues on some platforms with large source/dest
textures. As per the WebGL2 spec, this was caught with validation for
sizes over 2^32, but there is a specific issue on Linux NVIDIA where it
fails on sizes over 2^16. A better workaround (from chromium), resizes
the blitframebuffer call based on the framebuffer size.
Bug: chromium:830046
Change-Id: Ic6196db6228d0d0ac92b12a68bbced76dcbcdf8c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707115
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
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4e71b2bc
|
2019-07-08T13:23:38
|
|
Framebuffer: Clean up query naming.
Changes instances where we were querying 'color buffers' and 'depth
buffers' to 'color attachments' and 'depth attachments', etc.
Bug: angleproject:3611
Change-Id: I7af7d33e5204f21d288f5bcad997988d36eabfc5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1690679
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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124f78c2
|
2019-06-18T11:48:24
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|
Remove gl::Context parameter from Observer functions.
It was only used in exactly one instance in VertexArray. Instead we can
cache a bool and avoid needing to pass it around.
Will make signaling dirty easier in the Vulkan back-end.
Bug: angleproject:3539
Change-Id: Ia570aec051a24a5280df49edc4345c54022b46ec
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1663838
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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f2a1c384
|
2019-05-21T16:32:49
|
|
Vulkan: Implement multisampled framebuffers
Simultaneously implements ANGLE_framebuffer_multisample and ES3
multisampled framebuffers.
Additionally, implements ES3 framebuffer blitting where multisampled
framebuffers are involved.
Bug: angleproject:3203
Bug: angleproject:3204
Bug: angleproject:3200
Change-Id: I5694a30f71168e807688a9568e3742b81d907918
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1622667
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
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ee244c77
|
2019-05-06T10:30:18
|
|
Vulkan: Move command graph and garbage to ContextVk.
To support multithreading, contexts should manage their own command graphs
and garbage. This allows safe access to vulkan resources such as command pools
without thread synchronization.
BUG=angleproject:2464
Change-Id: I930149bc9f0793028761ee05ab50b8c0a4dec98a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1516515
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
6722009e
|
2019-05-20T11:12:53
|
|
Vulkan: Handle dirty RTs with state messages.
Prior to this CL we were handling dirty state change notifications by
flushing the RT Images just prior to use or just after they were
changed. This could lead to a few redundant checks in several places.
It also meant we needed an owner pointer from the RT to the parent
Image. This pointer would be null for Surfaces and Renderbuffers.
This cleans up the image flushing logic to be handled by dirty bit
notifications. When an app updates an attached Texture with TexSubImage
or related calls it will send a notification to the Framebuffer. The
Framebuffer then sets a dirty contents bit that is handled in the
implementation. In Vulkan this means flushing the dirty bits.
Requires adding a flag to the FramebufferImpl class to determine if we
need to syncState before we checkStatus. Adding the option allows us to
only call syncState for the GL back-end. Not calling syncState allows
the robust resource init operation to happen *before* we syncState.
Which in turn allows FramebuffeVk to initialize the VkImages in one go.
Added new regression tests for Texture updates. This might not cover
all cases. I found it was very hard to trigger some of the resource
update staging in TextureVk.
Bug: angleproject:3427
Change-Id: Idfa177436ba7fcb9d398f2b67922e085f778f82a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601552
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
0a1eeb80
|
2019-05-13T13:53:18
|
|
Call robust resource init before object sync.
This should let the Vulkan back-end only need to sync the Image data
once before we use them.
Bug: angleproject:3427
Change-Id: I8c6e8794e861f855bddbf651997351e8415e3479
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1602912
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
e4faae21
|
2019-05-10T08:27:00
|
|
Rename state change notification messages.
This makes the style use CamelCase instead of ALL_CAPS. It also cleans
up some of the naming. It also changes some uses of the messages in
some of the objects to hopefully be more consistent. See the comments
added to the enum SubjectMessage in Observer.h for more details.
Bug: angleproject:3427
Change-Id: I6dff4f6d335ecf1a27e48df65743b1490bd3025a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1600411
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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7d64c486
|
2019-03-12T14:27:40
|
|
GL_ANGLE_multiview has been renamed to GL_OVR_multiview2.
changes include:
1) GL_OVR_multiview to GL_OVR_multiview2 extension directive change
2) Removal of all references to side by side. We no longer support multiple views in a single 2DTexture. Only 2DTextureArray's are supported
3) WebGL 2 (ES3) is required for multiview
Bug: angleproject:3341
Change-Id: Ie0c1d21d7610f8feebdb2e4d01c6947f57e69328
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552023
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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8413faba
|
2019-04-04T17:13:18
|
|
Fix formsRenderingFeedbackLoopWith check
To make it pass the following webgl conformance test
https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance/rendering/rendering-sampling-feedback-loop.html
It used to fail due to
1. Didn't check if texture unit is sampler complete
2. Only checked active drawbuffers. But drawbuffer settings shouldn't be
taken into account when checking drawing feedback loop.
On top of applying these 2 functional fixes, I also tried to do some
optimization by unwrapping the nested for loop for program sampler
bindings and texture unit in `Program::samplesFromTexture` and putting
them outside of the draw buffer loop according to the old comment by
Antonie @piman.
https://codereview.chromium.org/2461973002/
> ... turning it around (for each texture check if it's
also an attachment, instead of for each attachment check if it's a bound
texture). In particular, we have an upper bound on the number of
attachments, so we can look them up outside the loop into a fixed size
buffer on the stack - and the very common case will be to only have 1 of
them making the inner loop cheap.
But this unwraps sort of breaks the code structure. An alternative way
would be passed in a framebuffer pointer into `Program::samplesFromTexture`
but that would ends up in tight class coupling. I am a bit unsure here.
Would like to hear if think this change is okay in terms of code style.
In addition to further speed up this check (as it runs for every draw
validation) I added a cache mLastColorAttachmentId indicating the last i
of GL_COLORATTACHMENTi that is not GL_NONE to shorten this inner loop.
In most scenario we won't have up to max number of color attachments.
A side note: this is still failing
https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance2/rendering/depth-stencil-feedback-loop.html
But it's because the test case doesn't fit the spec at this moment.
I will update this test later.
Bug: chromium:660844
Change-Id: I6d718dada71a5d989caac04de03f2454f2377612
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1553963
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shrek Shao <shrekshao@google.com>
|
|
f6c937f8
|
2019-04-02T17:04:08
|
|
Vulkan: fix masked stencil clear
Previously, masked stencil clear was done by clearing every stencil bit
to the ClearValue & Mask. The correct behavior as implemented in this
change is to clear only the bits that are set in Mask. This can only be
done through a draw call, with ClearValue as the stencil reference, and
Mask as the stencil write mask.
Note: this change relies on the depthClamp Vulkan feature which is not
available on ARM.
Bug: angleproject:3241
Change-Id: I0a181c32f881ee813f144e7bdd6f42c8ea6f1966
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1548442
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
c87e0053
|
2019-02-21T11:40:28
|
|
add ext_float_blend feature and test
Bug: chromium:930993
Change-Id: I8edbd01c5c9f1ed63243cc4a42f6de44c92db8bd
Reviewed-on: https://chromium-review.googlesource.com/c/1481242
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Jamie Madill <jmadill@google.com>
|
|
c09ae15c
|
2019-02-01T14:16:32
|
|
Enable -Wextra-semi and -Wextra-semi-stmt.
This will prevent users from accidentally making semicolon errors in
the future.
Bug: chromium:926235
Change-Id: I79a6fa376fb1ad8f0fcf1b65b1f572a035d1f4e9
Reviewed-on: https://chromium-review.googlesource.com/c/1446493
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nico Weber <thakis@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
6e18a238
|
2019-01-16T13:27:14
|
|
Optimize more front-end VertexArray binding.
Improves perf slightly (1-2%) in the Vulkan VBO state change test.
Bug: angleproject:3014
Change-Id: Ia8082b5b3f5e847a6b2775e896893fa8d38c1afd
Reviewed-on: https://chromium-review.googlesource.com/c/1393904
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
c3dc5d48
|
2018-12-30T12:12:04
|
|
Merge gl::Context and gl::ContextState.
This reduces the number of indrections when accessing the Extensions
or Caps structures. It will provide a small speed-up to some methods.
It also cleans up the code.
Bug: angleproject:2966
Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685
Reviewed-on: https://chromium-review.googlesource.com/c/1392391
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
|
|
7c985f5c
|
2018-11-29T18:16:17
|
|
Make angle::Result an enum.
This moves away from a class type to a value type. This should improve
performance when using angle::Result as a return value. Previously the
generated code would return a pointer instead of a value.
Improves performance in the most targeted microbenchmark by 10%. In
more realistic scanarios it will have a smaller improvement. Also
simplifies the class implementation and usage.
Includes some unrelated code generation changes.
Bug: angleproject:2491
Change-Id: Ifcf86870bf1c00a2f73c39ea6e4f05ca705050aa
Reviewed-on: https://chromium-review.googlesource.com/c/1356139
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
66f0d2c1
|
2018-11-30T15:25:36
|
|
Make Framebuffer attachments angle::Subjects.
Now that there's storage change notifications in the GL front-end we
no longer need to give the back-end access to the angle::Subject. The
Texture object is a special case where it has mirrored dirty bits. To
keep the gl::Texture class notified of when the Impl has dirty bits we
make the TextureImpl class an angle::Subject that is observed by the
gl::Texture class.
This will enable further dirty bits improvements.
Bug: angleproject:2966
Change-Id: Id22da0926f51ff4679e58af3e62903f4d7948915
Reviewed-on: https://chromium-review.googlesource.com/c/1347670
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
e90d4ee9
|
2018-11-28T14:04:00
|
|
Pass Context to setLabel.
This is useful for triggering a dirty state notification for Textures.
It will lead to improvements for program and texture dirty bits.
Bug: angleproject:2966
Change-Id: Iaba625da8a970a558f7d158bfa2f09c964f6761a
Reviewed-on: https://chromium-review.googlesource.com/c/1347669
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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|
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>
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77abad8d
|
2018-10-25T17:03:48
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|
Remove Context::gatherParams.
This won't be used in the future. It saves a few instructions on each
entry point.
Also refactors a bit of touched code. Also adds in a missed entry
point: "glTexStorage2DMultisampleANGLE".
Removes related code and moves remaining helper code in params.h into a
new file entry_point_utils.h.
In total this patch series reduces overhead by up to 5%.
Bug: angleproject:2933
Change-Id: Ifb49564597cde6ba82dfc3e185227619fdc62612
Reviewed-on: https://chromium-review.googlesource.com/c/1299478
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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64b7c4ff
|
2018-10-19T11:38:04
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|
Use angle::Result in front-end (Part 3)
Handles the gl::Framebuffer class and its implementation.
Bug: angleproject:2491
Change-Id: I3b9c0609e9277264ccdb370596500562df3b7d15
Reviewed-on: https://chromium-review.googlesource.com/c/1280743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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31116738
|
2018-10-09T18:30:01
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|
Inline many more hotspots for the Texture draw test.
Bug: angleproject:2763
Change-Id: Ib8193e7ff5ee7763b92f4775fb7e9adaa51c9305
Reviewed-on: https://chromium-review.googlesource.com/c/1262738
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
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6f755b21
|
2018-10-09T12:48:54
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|
Use angle::Result in front-end. (Part 1)
This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.
Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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785e8a0b
|
2018-10-04T17:42:00
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|
Remove gl::LinkResult.
Instead of returning a small struct from LinkProgram calls we use
angle::Result. Linking can have 3 cases:
- the link was successful -> angle::Result::Continue
- the link failed -> angle::Result::Incomplete
- there was an internal error -> angle::Result::Stop
Note that any unexpected Incomplete is still an error. Each function
that accepts Incomplete must check explicitly.
This is the last user of ErrorOrResult.
Bug: angleproject:2491
Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497
Reviewed-on: https://chromium-review.googlesource.com/c/1255645
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
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44a6fbfd
|
2018-10-02T13:38:56
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|
Optimize resolveLink.
This changes the program query to resolve the link if required. If the
validation layer is skipped the link is resolved in the gl::Context.
Resolving the link on program query allows us to avoid resolving the
link on most of the gl::Program query APIs.
This improves inlining and particularly affects uniform update. It
fixes a performance regression introduced by the parallel shader
linking extension. Gives a 17% increased score on a uniform benchmark.
Also fixes two missing cases of checking for the extension in our
validation code.
Note that some bugs might still exist when the validation layer is
disabled.
Bug: angleproject:2851
Change-Id: I5d725eede3fa147cedf2ce0129791b3412a97a61
Reviewed-on: https://chromium-review.googlesource.com/1255509
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
|
4ebd8f3d
|
2018-09-20T11:12:46
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|
Fix issues with clearing deleted attachments
Deleting an object that was acting as a framebuffer color attachment
in the current framebuffer didn't previously update all of the
framebuffer state correctly. Fix this by going through the usual
resetAttachment path when any framebuffer attachment is deleted
instead of having custom code that only updated part of the state.
Also early out from clearbuffer calls in case of a missing color
buffer - even now that the draw buffer mask is being updated correctly,
some backend code doesn't take it into account. One example is
querying attachment format when the SRGB clear for linear framebuffer
attachments workaround is active.
BUG=angleproject:2831
TEST=angle_end2end_tests
Change-Id: I1071a60dc0251946fed00e88e43a244fe59f4863
Reviewed-on: https://chromium-review.googlesource.com/1235656
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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f668a4b5
|
2018-09-23T17:01:20
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|
Skip Texture::syncState when no dirty bits.
We sometimes generate local dirty bits in TextureGL. To make sure the local
dirty bits don't get skipped we use a Subject/Observer pattern between the
TextureGL and gl::Texture. This allows us to skip syncState in the hot path.
Also inlines a couple of other texture functions. And fixes a stray header
in EGLBlobCacheTest.
Bug: angleproject:2763
Change-Id: Ie1d8a5865deaf2a563a358c31ae28bef6b2458b1
Reviewed-on: https://chromium-review.googlesource.com/1228374
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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55e57f96
|
2018-09-18T11:32:43
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|
Remove some redundant dirty bits notifications.
These were already being signaled in the front end.
Bug: angleproject:2763
Change-Id: Id78d3d764e80e687c29c08395b59048d314bfbe2
Reviewed-on: https://chromium-review.googlesource.com/1204490
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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38fe6840
|
2018-09-19T07:20:00
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|
Remove secondary Texture rendering loop check.
This check was not used. It applied only to rendering Feedback Loops.
The behaviour is undefined in non-WebGL and for WebGL we have a
separate validation check.
Also update the feedback loop tests to ignore the current GL states.
This change is based on feedback from the OpenGL ES working group.
Bug: angleproject:2763
Bug: chromium:763695
Change-Id: I9882b4f9af2d43fc7b5604ff36dadcc79dfd378f
Reviewed-on: https://chromium-review.googlesource.com/1228373
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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d84b6737
|
2018-09-06T15:54:35
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|
Cache ValidateDrawStates.
This improves performance of all draw call validation. The error that
should be generated on the draw call is cached in the Context. The
cache is updated in several places.
Bug: angleproject:2747
Change-Id: I178617623731608e2e7166b53ab6489d8b742ff5
Reviewed-on: https://chromium-review.googlesource.com/1158612
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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2eb54074
|
2018-08-22T16:41:26
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|
Fix EGLImage pixel format validation
This fixes the scenario when EGLImage source and target have different types.
For example, a texture is created with unsigned format using glTexImage2D,
it is used as a source of EGLImage with eglCreateImageKHR,
and then the EGLImage is used to create a renderbuffer target with
glEGLImageTargetRenderbufferStorageOES.
OES_EGL_image doesn't specify what should happen in this case,
but GL implementations (Nexus 5X) seem to allow using this renderbuffer in
glFramebufferRenderbuffer and the resulting framebuffer is complete.
Thus, in this case, instead of checking whether the renderbuffer format
can be used in glFramebufferRenderbuffer, we need to check whether the
original texture can be used in glFramebufferTexture2D.
Similarly in reverse direction.
Also, for the case of source renderbuffer and target texture,
presume that glEGLImageTargetTexture2DOES will succeed regardless of
renderbuffer format.
1. Add isRenderable and isTexturable checks to egl::Image class,
and perform different checks depending on source type.
2. Add isRenderable check to FramebufferAttachment and delegate EGLImage
attachments check to egl::Image.
3. Use these checks in validation of EGLImageTargetTexture2D,
EGLImageTargetRenderbufferStorage and when checking attachment completeness
Bug: angleproject:2567
Change-Id: I8e9f4a2930a4075a4d8464f62582c6825270187e
Reviewed-on: https://chromium-review.googlesource.com/1192585
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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b983a4b2
|
2018-08-01T11:34:51
|
|
Pass Context to Framebuffer::invalidateCompletenessCache.
This will be useful for validation state caching.
Bug: angleproject:2747
Change-Id: I0737adca7406f79b9e15429f30ae22e1299cd7e4
Reviewed-on: https://chromium-review.googlesource.com/1158611
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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b8430dd7
|
2018-08-01T15:27:18
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|
Use FixedVector for storing textures referenced by a framebuffer.
This improves the performance of Framebuffer::hasTextureAttachment 3X.
BUG=angleproject:2188
Change-Id: I6acc7f4440fe0232438182274d7bba6075530f38
Reviewed-on: https://chromium-review.googlesource.com/1159171
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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cc73f241
|
2018-08-01T11:34:48
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|
Micro-optimize some validation checks.
Prepares for caching hasMappedBuffer. Also inclines several checks for
faster speed.
Bug: angleproject:2746
Change-Id: I74f9408d7b41e245c3f58d367dd2cc8fbace4a7a
Reviewed-on: https://chromium-review.googlesource.com/1150762
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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a11819de
|
2018-07-30T10:26:01
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|
Context: Use Observer pattern for container objects.
Container objects in this case are the Vertex Array and Read and Draw
Framebuffers. Instead of using a mutable dirty bit state with a const
function to notify of dirty bits we can use the Observer/Subject
pattern. This more cleanly allows us to do cache updates.
Bug: angleproject:1391
Change-Id: I88f863894ec3efa00322038f323a84850166107d
Reviewed-on: https://chromium-review.googlesource.com/1153399
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8acb1b61
|
2018-07-30T16:20:54
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|
Allow reads from a multiview framebuffer with one view
It's safe to read from a multiview framebuffer if it is layered and
has just one view. The native OVR_multiview spec supports this as
well.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I04e1364390574075f7e06e39a64e3bf05a539a05
Reviewed-on: https://chromium-review.googlesource.com/1156509
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
21edf3db
|
2018-07-23T16:44:16
|
|
Fix stencil mask check in Framebuffer::partialClearNeedsInit
Bug: 850060
Change-Id: I9672e6c93e92941e61763d77180bef1548f5fbde
Reviewed-on: https://chromium-review.googlesource.com/1148897
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
6b873dd7
|
2018-07-12T23:56:30
|
|
Add gl::ErrorSet and angle::Result.
gl::ErrorSet can handle errors and is accessible from ContextImpl.
It allows the implementation to mutate the error set without using
the gl::Context directly.
angle::Result is the faster POD return value class. It should generate
optimal code. It can also be used seamlessly with the ANGLE_TRY macro.
Also introduces an internal enum as a workaround for generating and
consuming errors in the back-end. When the internal enum is used as
an error return value the error is not consumed in the front-end. This
is a temporary workaround only.
Bug: angleproject:2491
Bug: angleproject:2713
Change-Id: I6cbdaadd075ccbdf241844cbcbc4ed5c3be40a8b
Reviewed-on: https://chromium-review.googlesource.com/1133200
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
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bf6dc379
|
2018-06-28T15:24:19
|
|
Vulkan: Flip viewport on y for the backbuffer only
- Hide the implementation behind a feature flag, currently
disabled permanently as I'm working on fixing the different
failures.
- SimpleOperationTest.* passing
Bug: angleproject:2673
Change-Id: Ic86520c3cc478d62bebbaeaf4c6b33c439a67b0f
Reviewed-on: https://chromium-review.googlesource.com/1119089
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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5bdf8bd1
|
2018-06-20T09:51:37
|
|
Vulkan: enable the rest of dEQP tests in fbo.render.*
Vulkan does not support separate depth and stencil attachments.
Adding this check to checkStatus skips the relevant tests to that.
There was also a bug in FramebufferVk::clear where we were not
checking the number of bits for depth/stencil attachments before
setting the aspects for clearing.
Bug: angleproject:2597
Change-Id: Iabe9f77a51fc7aca08b8faf3cecc3df9f99a7f1e
Reviewed-on: https://chromium-review.googlesource.com/1107847
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
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a8802477
|
2018-05-28T11:17:47
|
|
ES31: Implement FramebufferTextureEXT on OpenGL back-ends
This patch intends to implement FramebufferTextureEXT on OpenGL
back-ends.
1. Support layered framebuffer attachments.
2. Add new framebuffer completeness rules on layered framebuffer
attachments.
3. Support FRAMEBUFFER_ATTACHMENT_LAYERED_EXT as a valid <pname>
parameter of GetFramebufferAttachmentParameteriv.
Note that for an entire level of a cube map:
1. It has no TextureTarget because TEXTURE_CUBE is not a valid
target for TexImage*D.
2. It corresponds to 6 ImageDescs (that represents its faces) in
class Texture, so when the cube map is cube complete, we return
the ImageDesc of its first face, meanwhile we do not allow
querying ImageDesc if it is not cube complete.
BUG=angleproject:1941
TEST=angle_end2end_tests
dEQP-GLES31.functional.geometry_shading.query.framebuffer_attachment_layers
dEQP-GLES31.functional.geometry_shading.query.framebuffer_incomplete_layer_targets
dEQP-GLES31.functional.geometry_shading.layered.*
dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_*
dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_*
Change-Id: I44393b513ec8f1a682fd1c47d3eaa6f3b3fae877
Reviewed-on: https://chromium-review.googlesource.com/1075811
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
f15f886c
|
2018-06-04T18:59:41
|
|
Differentiate texture and renderbuffer framebuffer attachment capabilities
ANGLE used to describe the abitily to attach textures and renderbuffers
of a specific format to a framebuffer using a single notion of "renderable".
However, for some formats, only one can be supported, but not the other.
Split TextureCaps::renderable into textureAttachment and renderbuffer.
Also, split InternalFormat::renderSupport into
textureAttachmentSupport and renderbufferSupport.
The only functional change is in a few places which now explicitly check
for texture or renderbuffer attachement support.
Information in format support tables was duplicated for the two capabilities,
so behavior should remain the same. It should be corrected in future CLs.
Note: additional information in those tables may need to be added
in order to properly support GenerateMipmap and TexStorage2DMultisample,
this is beyond the scope of this CL.
Bug: angleproject:2567
Change-Id: I18bce4100525be35709d8bbf4de08ec812aab502
Reviewed-on: https://chromium-review.googlesource.com/1086491
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
bf7b95db
|
2018-05-01T16:48:21
|
|
Create a default framebuffer per surface/context pair on MakeCurrent.
Sharing a gl::Framebuffer object between multiple contexts causes problems if
contexts are not virtualized because the native framebuffer objects are not
shared between these contexts. The FramebufferImpl created should be the glue
that binds a specific context to a specific surface.
Update the SurfaceImpl implementations to re-create the framebuffer
object before passing it to FramebufferGL. No backing resources will be
re-created.
BUG=angleproject:2464
Change-Id: Id0b13a221c22b71517b25cb5b1ef2392ad2ecdd6
Reviewed-on: https://chromium-review.googlesource.com/1039985
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2274b652
|
2018-05-31T10:56:08
|
|
StateManager11: Cache impl objects.
Also requires putting the Framebuffer ID in the shared state object.
Bug: angleproject:2575
Change-Id: I68e3af839a85798e01050560a67624a165d3ed2c
Reviewed-on: https://chromium-review.googlesource.com/1067119
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
b1e91380
|
2018-05-17T14:33:55
|
|
ES31: Implement EXT_geometry_shader framebuffer default layers on OpenGL
This patch implements FRAMEBUFFER_DEFAULT_LAYERS_EXT as a legal framebuffer
parameter required in OpenGL ES 3.1 extension EXT_geometry_shader on OpenGL
back-ends.
The query on FRAMEBUFFER_DEFAULT_LAYERS_EXT specifies the layer count used
when the framebuffer has no attachments.
BUG=angleproject:1941
TEST=dEQP-GLES31.functional.geometry_shading.query.framebuffer_default_layers
Change-Id: I888465dfe23da53541ec2fedb8616027df532466
Reviewed-on: https://chromium-review.googlesource.com/1063560
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
ce07f967
|
2018-05-09T11:27:06
|
|
Merge the Framebuffer onDestroy and onDestroyDefault methods.
Pass the proxy context to the onDestroyDefault call.
BUG=angleproject:2464
Change-Id: I47f869d623e238ca3680c962387ba9359e7d3844
Reviewed-on: https://chromium-review.googlesource.com/1052220
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
13455079
|
2018-05-09T11:24:43
|
|
Pass a context pointer to Framebuffer[Impl]::getSamplePosition
BUG=angleproject:2464
Change-Id: Icd260db9bbd11699b2d0f6152e898c38baa4844d
Reviewed-on: https://chromium-review.googlesource.com/1052219
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
427064d2
|
2018-04-13T16:20:34
|
|
Fix perf regression with checkStatus.
Returning an Error was costing us performance in extra
error checks. This intead uses the Context to process the
Error immediately, and returns a value from isComplete and
checkStatus.
Improves performance in draw call validation.
Bug: chromium:822235
Change-Id: I0793fc690e86137425fed593d45083e40aee8db9
Reviewed-on: https://chromium-review.googlesource.com/1011370
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
cc129377
|
2018-04-12T09:13:18
|
|
ImageIndex: Consolidate layer/cube face.
In terms of the Texture or Image resource, a cube face
refers to a layer of a 2D texture. This layer has a special
meaning for cube textures, but it is represented as a layer
with a layer index. Cube array textures are no different,
they just use a different indexing scheme for the array
layers.
This also cleans up the ImageIndex helper to have a class
structure with private data, and cleans up a few cases to
use generic Make functions and iterators where they were
setting properties of the index directly.
This will make it easier to have ImageIndexes address
entire levels of a Cube map in the future, and makes the
layer count logic in Vulkan cleaner.
Bug: angleproject:2318
Change-Id: Iea9842e233f974a9896282ca224cb001f7882bd1
Reviewed-on: https://chromium-review.googlesource.com/987525
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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0946393d
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2018-04-04T05:26:59
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Move Buffer Subject/Observer to front end.
This makes BufferImpl into an Observer Subject. It also refactors
the Vertex Array updates for the D3D11 backend use more of a dirty
bit coding style.
This change makes it so Buffer contents changes trigger front-end
dirty bits from the back-end, which may be undesirable.
Bug: angleproject:2389
Change-Id: Iac8ce1171284a86851c18cd1373ddf24fcefe40b
Reviewed-on: https://chromium-review.googlesource.com/979812
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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b9f92504
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2018-01-27T19:00:26
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Update stencil validation rules for WebGL
Based on kbr's patch:
https://chromium-review.googlesource.com/c/angle/angle/+/890605
Implements new rules in this revised WebGL conformance test:
https://github.com/KhronosGroup/WebGL/pull/2583
BUG=chromium:806557
Change-Id: I84701dd7156f0bc4a45ba68e63cb962d2d54c2e5
Reviewed-on: https://chromium-review.googlesource.com/952567
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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690c8eb7
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2018-03-12T15:20:03
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Framebuffer: syncState before internal format query.
Since querying the internal format of an attachment might need ot look
at the RenderTarget for some back-ends, or otherwise flush attachment
changes, we should call syncState internally. This means that we can't
mark these queries as const.
Bug: angleproject:2372
Change-Id: I9bfb43a472bcd7dfdd6ea7fab4751d494e1126bb
Reviewed-on: https://chromium-review.googlesource.com/948784
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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e98b1b5d
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2018-03-08T09:47:23
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Framebuffer: Handle errors in checkStatus.
This pipes a lot more errors around in the Validation, where
they now will be caught.
Bug: angleproject:2372
Change-Id: Ibb4e47ddc932995a02dd92e10578b7a4097182a9
Reviewed-on: https://chromium-review.googlesource.com/954406
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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a36483fc
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2018-03-09T16:11:21
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Use full type names instead of auto for simple structs.
BUG=angleproject:2107
Change-Id: I7a5e4be124ec4381799fea51de3715e09c2f7400
Reviewed-on: https://chromium-review.googlesource.com/957272
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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5b772312
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2018-03-08T20:28:32
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Nuke ValidationContext.
This pattern never really took off. It was intended to be used to
unit-test our Validation logic, but it become so complex because
of interactions with Framebuffer::syncState that we could never
really make use of it.
Nuke it entirely and simplify the Context class.
Bug: angleproject:2372
Change-Id: I40b9d46ce7706511a210da496ee19192cf609366
Reviewed-on: https://chromium-review.googlesource.com/954291
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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d4fff506
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2017-09-22T11:28:28
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Reorder state synchronization for resource init.
Some backends may change state while initializing resources. Make sure
that all resources are initialized before synchronizing the backend
state for the given operation.
BUG=angleproject:2107
Change-Id: Ie75ac3eee986e41dfe3dd11a94a706e19df7497e
Reviewed-on: https://chromium-review.googlesource.com/678481
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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