src/tests/gl_tests


Log

Author Commit Date CI Message
Jamie Madill a3944d4f 2016-07-22T22:13:26 Add gl::Format to represent a texture/rb/surface format. This has a few advantages: it preserves all the information of the internal format, such as if it is sized or unsized. It also saves looking up the format multiple times in the table, which should improve speed in some cases. The extra sized-ness information will allow us to perform the correct validation in CopyTexSubImage calls. BUG=angleproject:1228 Change-Id: I42954771b0a9a968f5d787b8cf6e0af721791855 Reviewed-on: https://chromium-review.googlesource.com/362626 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 156d7197 2016-07-21T16:11:00 HLSL: Insert return statements into functions that are missing them. It's allowed to not have all code paths return a value in ESSL but the HLSL compiler detects this and generates an error. Work around this by adding dummy return statements at the end of each function that doesn't have one. TEST=deqp/data/gles2/shaders/functions.html BUG=angleproject:1015 BUG=478572 Change-Id: I2913f90f0994d4caf25cc43b16b9fc4e9efb19a5 Reviewed-on: https://chromium-review.googlesource.com/362085 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang dacac90a 2016-07-21T17:12:27 Skip the TransformFeedbackTest.BufferRebinding on Windows NVIDIA. BUG=angleproject:1298 Change-Id: I32750d5d81c14fe5a17634586cddf117f0a4e692 Reviewed-on: https://chromium-review.googlesource.com/362157 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 7da98506 2016-07-20T18:45:09 Cover vector dynamic indexing case in SplitSequenceOperator Vectors or matrices that are dynamically indexed as a part of an l-value generate new statements in the RemoveDynamicIndexing AST transformation step. SplitSequenceOperator needs to detect this case and split the sequence operator before statements are generated from its operands to ensure the correct order of execution. BUG=angleproject:1341 TEST=angle_end2end_tests Change-Id: I84e41a59c88fb5d0111669cab60312b930531a22 Reviewed-on: https://chromium-review.googlesource.com/361695 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho e1d199bb 2016-07-19T17:14:27 Split sequence operator when necessary Split sequence operators if some of their operands generate statements in subsequent AST transformations to guarantee the right order of execution. For now, this is supported for expressions that return arrays and unfolded short-circuiting operators, which is enough to get WebGL 2 tests passing. A trickier corner case with dynamic indexing of vectors as an l-value is left to be addressed later. BUG=angleproject:1341 TEST=angle_end2end_tests, WebGL 2 conformance test: conformance2/glsl3/array-in-complex-expression.html Change-Id: I9301edd3366be7607a8aa4c42a5ec13928749e10 Reviewed-on: https://chromium-review.googlesource.com/361694 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Martin Radev 1fc7493e 2016-07-21T10:15:04 Fix TearDown incorrect order in ReadPixelsTest The ANGLETest::TearDown() call was set at the beginning of the function where as it should be at the end since it destroys the context. The earlier version would not cause any crashes because the GL function calls would be ignored. BUG=angleproject:1445 TEST=angle_end2end_tests Change-Id: I187cb8fede1db4ef2bfc13ab850594c41e00b0b0 Reviewed-on: https://chromium-review.googlesource.com/362220 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang b21e20da 2016-07-19T15:35:41 D3D: Validate that all color attachments are unique. The previous logic of only checking the currently enabled draw buffers was incorrect. Also updated the logic to be more lenient and allow multiple slices or mips of the same texture. BUG=483282 Change-Id: I0d406d1a9a96e48342baefbaf11e0c2ecc6d390c Reviewed-on: https://chromium-review.googlesource.com/361533 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Sami Väisänen c4433f48 2016-07-12T16:56:43 Fix uninitialized variables in BlendMinMaxTest BUG=angleproject:1443 Change-Id: I1ad2ecee3ffc81a4d1c128aa4de4437e3ee88e34 Reviewed-on: https://chromium-review.googlesource.com/360120 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Martin Radev 138064f5 2016-07-15T12:03:41 Improve glCopyTexSubImage2D and glReadPixels validation glCopyTexSubImage2d and glReadPixels should generate a GL_INVALID_OPERATION when GL_NONE is specified as a color buffer. There are two tests added which cover glCopyTexSubImage2D and glReadPixels. BUG=angleproject:1445 TEST=angle_end2end_tests Change-Id: I3ab1428aad7eee96ca2330909e2b6f765f539705 Reviewed-on: https://chromium-review.googlesource.com/360860 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Martin Radev 1be913cf 2016-07-11T17:59:16 Add support for ES31 context creation The dEQP test for context creation passes. SH_WEBGL3_SPEC has been added, but it should be considered whether we should keep it, remove it or rename it. It was added so that there is a webgl mapping to es 310 shaders. Check Compiler.cpp. The bison file has been modified so that some tokens from es3 can be also used in es31 as well. A separate macro ES3_1_ONLY is added so that some tokens are limited only for es 310 shaders. BUG=angleproject:1442 TEST=angle_unittests Change-Id: I2e5ca227c96046c30dc796ab934f3fda9c533eba Reviewed-on: https://chromium-review.googlesource.com/360300 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 29f908bf 2016-07-19T23:21:01 Revert "Support EXT_blend_func_extended in the GLES2 context" Test failures on Intel Release: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20%28New%20Intel%29/builds/1163 Also Intel Debug: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Debug%20%28New%20Intel%29/builds/820 Also NVIDIA with a different config: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20%28NVIDIA%20GeForce%20730%29/builds/1564 BUG=angleproject:1379 This reverts commit 7f539ea52e6bc493d8e025ed2c43e10f606f088b. Change-Id: I2634ad2b3fcc31e1e5ffb3674b94cb0aed9fd773 Reviewed-on: https://chromium-review.googlesource.com/361840 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 73bd218e 2016-07-15T13:01:24 Support virtualized contexts and transform feedback in Renderer11. Track buffer offets in the transform feedback object and dirty them when a buffer is bound. This fixes problems when a buffer is rebound at the same offset and maintains tracking between context switches. BUG=angleproject:1447 BUG=angleproject:1298 Change-Id: I2f890e3ad5edacab47f624a95a502615c86cc0c8 Reviewed-on: https://chromium-review.googlesource.com/360910 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 196ca36c 2016-07-12T10:54:04 D3D11: Implement multisample depth resolve. This uses a pretty slow path with readback to the CPU. It should be possible to use SV_Depth in HLSL to resolve without a readback, but that will be left for a future optimization. Enables the WebGL 2 tests gles3/fbomultisample and fboinvalidate/sub. BUG=angleproject:1246 Change-Id: Id67178b0f6374cf53e4e107428637546ecca4124 Reviewed-on: https://chromium-review.googlesource.com/359956 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 78a9c733 2016-07-15T11:22:43 D3D11: Implement multisampled stencil resolve. This implements a fairly slow path with readback for stencil blits, and depth/stencil resolve. In a subsequent patch I'll implement the depth blits. BUG=angleproject:1246 Change-Id: I04151d1f49ca404d858172dff8286608eae29864 Reviewed-on: https://chromium-review.googlesource.com/359955 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Sami Väisänen 7f539ea5 2016-05-20T13:29:08 Support EXT_blend_func_extended in the GLES2 context BUG=angleproject:1379 Change-Id: Ibda6e84c0a7f86e838247cd5c538ef956dd786fe Reviewed-on: https://chromium-review.googlesource.com/346410 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
Geoff Lang 3f6a398c 2016-07-15T15:20:45 Fix type conversion warnings. BUG=angleproject:1382 Change-Id: Idee8882a7d7576faaa08418d9d399d836cec8fa7 Reviewed-on: https://chromium-review.googlesource.com/360903 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Sami Väisänen 46eaa946 2016-06-29T10:26:37 Support CHROMIUM_path_rendering fragment operations This brings two new APIs, BindFragmentInputLocation and ProgramPathFragmentInputGen that together dictate how the fragment shader varyings are used. BUG=angleproject:1382 Change-Id: I4b52fd8a3555235a73aecd4f3dba2d500789cbb0 Reviewed-on: https://chromium-review.googlesource.com/357071 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Sami Väisänen <svaisanen@nvidia.com> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
Corentin Wallez b00dcee4 2016-07-11T17:42:58 TranslatorGLSL/ESSL: Output #pragma before #extension The Intel Mesa driver considers the #pragma directive to be a non-preprocessor token which makes shaders fail compilation. The relevant blurb from the spec is: "the extension directives must occur before any non-preprocessor tokens" BUG=627417 Change-Id: Ic22cff49a9f9c1fe5d140302581ca7b36688732c Reviewed-on: https://chromium-review.googlesource.com/359621 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov fea6e952 2016-06-23T16:29:20 Skip DXT1CompressedTextureTestES3.PBOCompressedTexImage when DXT1 not supported Was failing on Nexus 5X Adreno, which doesn't have GL_EXT_texture_compression_dxt1 extension. Also rename the tests to indicate they test DXT1 compression format. BUG=angleproject:1424 TEST=DXT1CompressedTextureTestES3.PBOCompressedTexImage Change-Id: Ic82363a6f497da12602f3f3a662a52ffa833aa0f Reviewed-on: https://chromium-review.googlesource.com/355711 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Geoff Lang 6e4cfceb 2016-06-13T15:06:31 Refactor ANGLE's image manipulation code into a static library. Allows for chromium to make use of some of the functionality. BUG=612205 Change-Id: Ib4435ca44775a3a554b0fb3bd384bd4d31d7952d Reviewed-on: https://chromium-review.googlesource.com/351753 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 91d56945 2015-07-21T18:56:48 Emulate the pack/unpack functions for unorms. BUG=angleproject:1044 Change-Id: I2cfb792de43d3a6fddd750100c74f948948dc1f6 Reviewed-on: https://chromium-review.googlesource.com/287290 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill ec0b580d 2016-07-04T13:11:59 Re-land "D3D11: Fix readback of BGRA-backed formats." For some BGRA-backed formats (RGBA4, R5G6B5, RGB5A1), our ReadPixels implementation wasn't aware the BGRA format didn't exactly match the RGBA format. For these it would do the 'fast path' memcpy method, when it should stop and do the slow pixel-by-pixel packing method. Fixes conformance2/reading/read-pixels-from-fbo-test.html. Reland: fix empty format info that was causing us to only see the first pixel in the FBO in a ReadPixels call. Also fix bugs in the unorm 16-bit format readback code, and add ASSERTs to catch bugs in subsequent new formats. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: I9fd55b9e1dd6a306eb4db195d775c02a1eb1f93f Reviewed-on: https://chromium-review.googlesource.com/357132 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a8873ef5 2016-07-04T10:44:42 Fix warnings in PathRenderingTest.cpp. Certain warnings are suppressed in Chromium but not standalone ANGLE. We should enable those warnings for ANGLE specifically, in a follow-up CL. BUG=angleproject:1382 Change-Id: I12491a61b0f349c5937a1e5d9985c8da1d76e0dc Reviewed-on: https://chromium-review.googlesource.com/358107 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Sami Väisänen d59ca052 2016-06-21T16:10:00 Support instanced CHROMIUM_path_rendering This implements instanced path rendering. BUG=angleproject:1382 Change-Id: I4654251882975d707b22c7bb522af14ae34eb1a1 Reviewed-on: https://chromium-review.googlesource.com/355401 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
Yuly Novikov 3c754194 2016-06-27T19:36:41 Skip Texture2DTestES3.UnpackSkipImages2D test on Adreno Android GLES Due to a bug in Adreno glTexImage2D with GL_UNPACK_SKIP_IMAGES. BUG=angleproject:1429 TEST=Texture2DTestES3.UnpackSkipImages2D Change-Id: Iccb4cc968915a623f0aed099b81e759c6e4343f7 Reviewed-on: https://chromium-review.googlesource.com/356494 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov ad6c0452 2016-06-24T22:24:37 Skip SamplerInStruct AsFunctionParameter tests on Adreno Android GLES Due to Adreno bug in compiling struct function parameter in shader. BUG=angleproject:1427 TEST=SamplerInStructAsFunctionParameterTest SamplerInStructArrayAsFunctionParameterTest SamplerInNestedStructAsFunctionParameterTest Change-Id: I979312885f2047e78b61530c97703854a4be1586 Reviewed-on: https://chromium-review.googlesource.com/356125 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Corentin Wallez 419bfc91 2016-06-28T10:54:45 On Desktop GL, require index-constant sampler array indexing BUG=598924 Change-Id: If97dbaa782595997b815c70d14f079e0f0c3d82a Reviewed-on: https://chromium-review.googlesource.com/356710 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 82a468af 2016-06-21T17:18:25 Don't unpack un-referenced varyings in the pixel shader. Transform feedback varyings that were optimized out were still being unpacked causing HLSL compilation failures. This was triggering failures in the conformance2/state/gl-object-get-calls.html test. BUG=angleproject:1422 Change-Id: I297cccd5b99435dfb69a3c2b0fd3086b6ddf0b3a Reviewed-on: https://chromium-review.googlesource.com/354590 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Yuly Novikov 41db2245 2016-06-25T00:14:28 Skip GLSLTest_ES3.InitGlobalArrayWithArrayIndexing on Adreno Android GLES Due to Adreno compilation failure of two arrays in single line declaration. BUG=angleproject:1428 TEST=GLSLTest_ES3.InitGlobalArrayWithArrayIndexing Change-Id: I05d7c6b3a0eef8c879edf4d9cf24cdec0a2a403c Reviewed-on: https://chromium-review.googlesource.com/356217 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Yuly Novikov afcec834 2016-06-21T22:19:51 Skip Texture2DTestES3.TextureLuminance16ImplicitAlpha1 on Adreno Android GLES Due to Adreno bug in GL_HALF_FLOAT support BUG=angleproject:1420 TEST=Texture2DTestES3.TextureLuminance16ImplicitAlpha1 Change-Id: Id9bc12da21048a557325f076202ec482675320e3 Reviewed-on: https://chromium-review.googlesource.com/354782 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill e9a6593a 2016-06-20T17:57:05 Fix suppression for Intel. BUG=None Change-Id: I3e2e7e845e9ad3814f7d85e56c12023a5e2ef0df Reviewed-on: https://chromium-review.googlesource.com/354104 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 0344b1e5 2016-06-20T11:17:37 Fix float-to-int conversion warnings in the path rendering tests. BUG=angleproject:1382 Change-Id: I586cd4a03d06a6ec87b6a57342b7f8d0ed0d9cd8 Reviewed-on: https://chromium-review.googlesource.com/354031 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez c7f59d02 2016-06-20T10:12:08 Suppress a Wintel/OpenGL failure on a new test. BUG=angleproject:1388 Change-Id: I4d346ca3c6914e56055aa6492d9d013634a1b9ad Reviewed-on: https://chromium-review.googlesource.com/353693 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Sami Väisänen e45e53bd 2016-05-25T10:36:04 Support CHROMIUM_path_rendering This is partial support for CHROMIUM_path_rendering and implements basic path management and non-instanced rendering. BUG=angleproject:1382 Change-Id: I9c0e88183e0a915d522889323933439d25b45b5f Reviewed-on: https://chromium-review.googlesource.com/348630 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yuly Novikov 095aaa0e 2016-06-17T01:02:53 Skip ReadPixelsPBOTest.SubDataOffsetPreservesContents on Adreno Android GLES Due to either Adreno bug in glBufferSubData, or generic Android bug in ANativeWindow_setBuffersGeometry. BUG=angleproject:1415 TEST=ReadPixelsPBOTest.SubDataOffsetPreservesContents Change-Id: If55f6ad4eacde98cfdbc46a61cc9fb479b779297 Reviewed-on: https://chromium-review.googlesource.com/353396 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov d364780a 2016-06-16T15:58:35 Skip ReadPixelsTest.OutOfBounds on Adreno Android GLES Due to Adreno bug in glReadPixels BUG=angleproject:1413 TEST=ReadPixelsTest.OutOfBounds Change-Id: I2fd426bc6d21f5d9604ca32ad34dd8841cbb9a3e Reviewed-on: https://chromium-review.googlesource.com/353363 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 362876b1 2016-06-16T14:46:59 Cache Framebuffer completeness. Improves performance on the render-to-texture microbenchmark by ~3x on the OpenGL back-end. Wipes out several of the top profling hotspots on that benchmark. BUG=angleproject:1388 Change-Id: I6a35a0b435b2ed3c83d32acdb9df090df98214ad Reviewed-on: https://chromium-review.googlesource.com/348957 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
John Bauman 73d417ed 2016-06-17T00:49:40 Revert "D3D11: Fix readback of BGRA-backed formats." This reverts commit 230d95616d1309914a6703e27a797a440806dd02. This broke GLES2ConformTest.GL2Tests_framebuffer_objects_input_run on the NVIDIA Win8 Chromium bots. BUG=chromium:620908 Change-Id: Idf6e3eb51483ff0b6bc758b95c5910863ddfc25f Reviewed-on: https://chromium-review.googlesource.com/353394 Reviewed-by: John Bauman <jbauman@chromium.org> Commit-Queue: John Bauman <jbauman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yuly Novikov a1f6dc95 2016-06-15T23:27:04 Varying invariance must match between shaders in ESSL 1.00 While in ESSL 3.00 invariant is allowed only for out varyings. Verify that, and update test expectations. BUG=angleproject:1293 TEST=GLSLTest*.Invariant* Change-Id: I5cab6c68f2b94ea2179719119668d905fe7a9b3d Reviewed-on: https://chromium-review.googlesource.com/352743 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Yuly Novikov cfa48d37 2016-06-15T22:14:36 Shader versions must match. Per GLSL_ES_Specification_3.00.4 paragraph 3.3 Version Declaration: "Shaders declaring version 3.00 of the shading language cannot be linked with shaders declaring version 1.00." BUG=angleproject:1361 TEST=GLSLTest_ES3.VersionMismatch Change-Id: Icee672b798dcdb41a189e4a6459c4e643daf1fa6 Reviewed-on: https://chromium-review.googlesource.com/353182 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 230d9561 2016-06-15T18:11:52 D3D11: Fix readback of BGRA-backed formats. For some BGRA-backed formats (RGBA4, R5G6B5, RGB5A1), our ReadPixels implementation wasn't aware the BGRA format didn't exactly match the RGBA format. For these it would do the 'fast path' memcpy method, when it should stop and do the slow pixel-by-pixel packing method. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: Ie24758513af6f9ef87f0aa503135456c96493701 Reviewed-on: https://chromium-review.googlesource.com/352252 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 218cf9ee 2016-05-20T13:55:24 Fix unpacking overlapping unpack buffer rows on NVIDIA GL When unpack parameters are set so that rows being read overlap in the unpack buffer stored in GPU memory, NVIDIA GL driver may not upload the last pixels of the last one or more rows of a texture. The driver may also crash when the amount of overlap is high. This issue affects both TexImage* and TexSubImage* calls. Work around the issue by uploading textures row by row when the rows being read overlap in the unpack buffer. The workaround could possibly be optimized by uploading several of the first rows with a single call in some cases where the amount of overlap is low, but this is expected to be a rarely used corner case, so the added complexity that the optimization would create seems like a bad tradeoff. The issue does not seem to be triggered when the layers (images) of a 3D texture overlap, as long as the rows inside the images don't. The workaround has been ported from Chromium. This patch adds setting dirty bits when unpack state is set in StateManagerGL. The included test case also reveals some issue in the D3D backend, but this is left to be addressed later. BUG=angleproject:1376 TEST=angle_end2end_tests Change-Id: I7dbe73ebb70bbbc284fa92381546f4f2f832d333 Reviewed-on: https://chromium-review.googlesource.com/346430 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 989cac34 2016-06-08T16:18:49 Validate that unpack skip is in bounds Unpack skip needs to be taken into account when determining which part of the unpack buffer is read. This is now done in the out-of-bounds check when validating texture upload calls. Unpack skip code is removed from D3D9 backend, since skip is not supported in GLES2. BUG=angleproject:1411 TEST=angle_end2end_tests Change-Id: I0db4db0877a352613c57e2820e5b650edb5a73ab Reviewed-on: https://chromium-review.googlesource.com/352450 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill a9d60da8 2016-06-08T16:09:09 D3D11: Fix uploading RGB10A2 data to RGB5A1 textures. WebGL test: textures/misc/tex-new-formats BUG=angleproject:1407 BUG=chromium:616176 Change-Id: I7b557587c1ea0861bcac327a370480b36f679794 Reviewed-on: https://chromium-review.googlesource.com/351170 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e40dd76c 2016-06-08T15:30:14 D3D11: Fix loading of RGB5A1 data from RGBA8. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: I2b88616b6b72dd9caf07fac8ebba9a065cf2983f Reviewed-on: https://chromium-review.googlesource.com/350907 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9fc7b4c7 2016-06-08T15:30:14 D3D11: Fix loading of RGBA8 data to RGB565. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: I663d265abfabb88a5aca8ca0002d2cbc29f6b069 Reviewed-on: https://chromium-review.googlesource.com/350906 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 1d688763 2016-06-08T15:30:13 D3D11: Fix loading of RGBA4 textures for ubyte. BUG=angleproject:1407 BUG=chromium:616176 Change-Id: Ibb7c5e71b4cf8afe7b7d0092e7d019b87d507ba6 Reviewed-on: https://chromium-review.googlesource.com/350905 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9b08a3d5 2016-06-08T15:30:12 Add RAII helpers for GL tests. These methods can obviate the need for glGen/Delete calls in tests. BUG=angleproject:1407 Change-Id: Ied571e48db92bd1d4f4089d91a95e7c7fafcfcaf Reviewed-on: https://chromium-review.googlesource.com/350904 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 7d20dd4a 2016-06-07T10:45:36 Add missing EXT_disjoint_timer_query entry points to eglGetProcAddress. BUG=angleproject:1405 BUG=angleproject:1265 Change-Id: I823e1393943f7531374c094ce590fa0a6f49d213 Reviewed-on: https://chromium-review.googlesource.com/351776 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 95faa233 2016-06-07T14:01:53 Do not apply UNPACK_SKIP_IMAGES for 2D textures on D3D Resubmitted with test skip added for Intel OpenGL. GLES 3.0.4 section 3.8.3: "For the purposes of decoding the texture image, TexImage2D is equivalent to calling TexImage3D with corresponding arguments and depth of 1, except that UNPACK_SKIP_IMAGES is ignored." An "applySkipImages" boolean parameter is added to the functions in the D3D backend that apply skip offset to the unpack pointer. In case 2D texture data is uploaded, the parameter is set to false and UNPACK_SKIP_IMAGES is not applied. BUG=angleproject:1406 TEST=angle_end2end_tests Change-Id: I5878439e3d38dbae89cc2452a056c2d6bbf9e0b3 Reviewed-on: https://chromium-review.googlesource.com/351330 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang a1d6c4dc 2016-06-09T18:00:42 Revert "Do not apply UNPACK_SKIP_IMAGES for 2D textures on D3D" The Windows Intel GPU FYI bot started failing the Texture2DTestES3.UnpackSkipImages2D/ES3_OPENGL test after this CL. Example: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20%28New%20Intel%29/builds/866 This reverts commit ac3575b27296398baebeb6c891871c6dac7df338. Change-Id: I5120261f5cf1ece9b21e4a94f63f85e014d2d8e4 Reviewed-on: https://chromium-review.googlesource.com/351280 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d2b50a0b 2016-06-09T00:13:35 Move ReadPixels logic to helper methods. These routines were pretty much duplicated between D3D9 and D3D11. Since I was going to have to rewrite them again for Vulkan, I figured it would be best to move them into a common location and clean them up a bit. BUG=angleproject:1319 Change-Id: I15d39b052daf3e1020dbd0880f01ae84f3686a0a Reviewed-on: https://chromium-review.googlesource.com/349630 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho ac3575b2 2016-06-07T14:01:53 Do not apply UNPACK_SKIP_IMAGES for 2D textures on D3D GLES 3.0.4 section 3.8.3: "For the purposes of decoding the texture image, TexImage2D is equivalent to calling TexImage3D with corresponding arguments and depth of 1, except that UNPACK_SKIP_IMAGES is ignored." An "applySkipImages" boolean parameter is added to the functions in the D3D backend that apply skip offset to the unpack pointer. In case 2D texture data is uploaded, the parameter is set to false and UNPACK_SKIP_IMAGES is not applied. BUG=angleproject:1406 TEST=angle_end2end_tests Change-Id: Iedc2b05377adee8d5c2504511a87421f4b1db18d Reviewed-on: https://chromium-review.googlesource.com/350465 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill e2e406c3 2016-06-02T13:04:10 Add base::numerics for safe math and conversions. This replaces are "IsUnsignedXXXSafe" family of methods. Also add overflow checks to unpack block sizes. BUG=angleproject:1397 Change-Id: Ib47be149b0486c70f795b0d0f8899441faac9340 Reviewed-on: https://chromium-review.googlesource.com/348062 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Vincent Lang 25ab4510 2016-05-13T18:13:59 Implement GL_EXT_texture_norm16 extension BUG=angleproject:1365 Change-Id: I972b156ecb41ff44bc1f6365373ab386bacc85f1 Reviewed-on: https://chromium-review.googlesource.com/346530 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 0f2b1560 2016-05-13T16:15:35 Fix GenerateMipmap when base level or max level are set According to GLES 3.0.4 section 3.8.10, GenerateMipmap should generate levels based on the base level, and generate them at most up to the max level. Levels outside the base/max level range should be unchanged by GenerateMipmap. The Texture class is fixed so that the image descs are set only for the changed mipmap range when GenerateMipmap is called. The D3D backend is fixed so that mipmap generation is correctly started from the base level instead of level 0, and making sure that mipmaps are generated only up to the max level. Generating mipmaps for array textures is also fixed for cases where the base level depth >= max(width, height) * 2. The GL backend is fixed to sync texture state before GenerateMipmap is called, so that base level and max level are set correctly in the driver. The GenerateMipmap entry point is refactored so that it has a separate validation function and a context function which does the work. Validation for out-of-range base levels is added. New tests are added to verify the functionality. One corner case in the tests fails on NVIDIA GL drivers likely due to a driver bug - similar rules for GenerateMipmap are found from newer GLES specs and also OpenGL specs (checked versions 3.3 and 4.4). BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: Ifc7b4126281967fc4f6dc4f9452e5b01e39f83d7 Reviewed-on: https://chromium-review.googlesource.com/344514 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho e8528d89 2016-05-16T17:50:52 Fix determining texture mipmap completeness The code didn't previously take base level properly into account when determining how many levels to check when checking for texture completeness. The code is refactored so that the "q" value in spec, that is the maximum mipmap level for determining completeness, can be queried from TextureState. This value is used now for checking completeness. This requires moving ImageDescs under TextureState. Functions that operate on the ImageDesc array are also moved from Texture to TextureState. TextureState members are also renamed to start with the "m" prefix and made private. Also handle levels outside the base/max level range consistently in eglCreateImageKHR validation. We interpret the spec so that if the level used for the EGL image is not a part of the texture levels that affect texture completeness, an error is generated. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I038ef24aa83e0a6905ca3c0bbada5989eecb00d9 Reviewed-on: https://chromium-review.googlesource.com/344880 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang b66a9097 2016-05-16T15:59:14 Add support for OES_EGL_image_external and OES_EGL_image_external_essl3. BUG=angleproject:1372 Change-Id: I8489e7fd0ab409b0775041ad5e9fbf0aab53886d Reviewed-on: https://chromium-review.googlesource.com/344734 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Sami Väisänen a797e066 2016-05-12T15:23:40 Support CHROMIUM_framebuffer_mixed_samples in the GL backend BUG=angleproject:1378 Change-Id: I634c41f3507dbdeaa56234c4de1b498f81c848ed Reviewed-on: https://chromium-review.googlesource.com/344520 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
Olli Etuaho be815a4f 2016-05-12T20:38:38 Apply effective base and max level on GL backend This works around GL drivers that neglect to clamp the base level or max level of immutable textures. BUG=angleproject:596 BUG=610800 TEST=angle_end2end_tests Change-Id: Ie4e04aaa9253f2befd73bccefa7759486b3ef487 Reviewed-on: https://chromium-review.googlesource.com/344590 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 53ea9cc6 2016-05-17T10:12:52 Replace rx::Renderer with rx::ContextImpl. Previously Context had no Impl class, but had a special relationship with the instanced Renderer class. Having a ContextImpl backing every Context will allow new designs to enable things like multithreading (where each ContextImpl stores a Context-specific device) or non- virtual Contexts on Android or other platforms where it is more efficient. A large refactoring patch that touches every back-end. BUG=angleproject:1363 Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e Reviewed-on: https://chromium-review.googlesource.com/342052 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 190028d3 2016-05-13T12:11:29 Clean up specifying colors and texture scale in MipmapTest Remove unnecessary scale parameter from MipmapTestES3, and use the GLColor class and EXPECT_PIXEL_COLOR_EQ instead of EXPECT_PIXEL_EQ for greater readability. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I79c30ce85be5d554d89197f8f1ce7ab0c51c11b6 Reviewed-on: https://chromium-review.googlesource.com/344513 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Sami Väisänen 74c2347e 2016-05-09T17:30:30 Support EXT_multisample_compatibility in the GL backend BUG=angleproject:1377 Change-Id: Ie14aceca8e01f1cbc93fd5bd06d986336fb752b3 Reviewed-on: https://chromium-review.googlesource.com/343501 Reviewed-by: Sami Väisänen <svaisanen@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
Olli Etuaho 87fc71c4 2016-05-11T14:25:21 D3D: Reallocate storage when texture format changes with base level Different levels of the same texture may have different formats, so changing the base level may affect the format that should be used for the storage. Take this into account in the D3D backend. The added test fails on some GL drivers. TEST=angle_end2end_tests BUG=angleproject:596 Change-Id: I5380e942694a75685ebb510edb01c0489e0d5179 Reviewed-on: https://chromium-review.googlesource.com/344230 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez 0f2ef7f9 2016-05-11T12:51:05 Suppress and end2end failure caused by a Mesa bug BUG=610800 Change-Id: I4ee6ba589afc98277c3cf50b8f57afb184b11216 Reviewed-on: https://chromium-review.googlesource.com/343994 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 2b4ce80c 2016-04-28T13:34:50 Implement GL_CHROMIUM_sync_query for D3D9 and D3D11. BUG=angleproject:1366 Change-Id: Iadde61968f45b969c76578a6dd9116a25d63fb4b Reviewed-on: https://chromium-review.googlesource.com/341230 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Olli Etuaho a314b61c 2016-03-10T16:43:00 Determine D3D texture storage size with correct base level The size of the texture storage is now determined by extrapolating the level zero texture dimensions from the base level dimensions. This fixes crashing when images for levels below the base level are not defined, and also fixes texture storage dimensions being calculated wrong in case the levels outside the used level range have dimensions that are inconsistent with the dimensions inside the used level range. Checking texture level completeness in TextureD3D is now done based on the dimensions of the base level, and levels that are outside the base level to max level range are not taken into account. Textures are marked incomplete in case their base level is greater than their max level. Changing the base level can also affect the size of the storage required for the texture. Old storage is now discarded when the base level is changed and the new base level calls for different storage dimensions. Code in TextureD3D is refactored so that "base level" actually means the base level of the texture specified through the GLES API, and "level zero" is used where TextureD3D would sometimes previously use "base level". Changing either the base level or max level can also affect texture completeness, so invalidate the cached completeness in Texture if they are changed. Some of the added tests are still failing on Intel and NVIDIA OpenGL drivers because of driver bugs. Tests also fail on OSX. BUG=angleproject:596 TEST=angle_end2end_tests, dEQP-GLES3.functional.texture.* (no regressions), dEQP-GLES3.functional.shaders.texture_functions.* (no regressions), dEQP-GLES3.functional.state_query.texture.* (no regressions) Change-Id: Icd73d6e29f84a341ed5ff36d5ec5cb2f469cb4e8 Reviewed-on: https://chromium-review.googlesource.com/333352 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang d860552f 2016-04-13T10:19:12 Implement support for CHROMIUM_bind_uniform_location. BUG=angleproject:1353 Change-Id: Ia219ff973de0de2f8e112c276b3ab6319f7d3884 Reviewed-on: https://chromium-review.googlesource.com/334252 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Olli Etuaho d4f4c11b 2016-04-15T15:11:24 Fix deferring global array initialization The initial implementation of DeferGlobalInitializers did not take HLSL corner cases into account. In particular, in case there was a const-qualified array variable with an initializer that contained elements that weren't constant folded, initialization would not be deferred and the global scope of HLSL output would contain a call to angle_construct_into_*(). On the other hand, deferring global initializers was also done in cases where it wasn't necessary. Initializers of non-const qualified array variables that could be written as HLSL literals by HLSL output were unnecessarily deferred. This patch fixes both of these issues: Now all global initializers are potential candidates for deferral instead of just those where the symbol has the EvqGlobal qualifier, and initializers that are constructors taking only constant unions as parameters are not unnecessarily deferred. BUG=angleproject:1205 BUG=541551 TEST=angle_end2end_tests Change-Id: I4027059e0e5f39c8a5a48b5c97a3fceaac6b6f8a Reviewed-on: https://chromium-review.googlesource.com/339201 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho b97a3e77 2016-04-13T14:31:52 Clean up MipmapTest This refactoring is done to prepare for adding more mipmap tests for ES3 where base level / max level is changed from 0. 1. Reuse drawQuad() from ANGLETest instead of having completely custom quad drawing code, and reuse the same clear+draw function for both 2D and cube map texture tests. 2. Add a helper function for clearing texture level 0 with glClear. 3. Remove a few redundant texture binding and useProgram calls. 4. Rely on sampler uniforms being set to 0 by default and texture unit 0 being active by default. 5. Remove "Offscreen" from variable names. 6. Split SetUp functions to helper functions. 7. Reuse FillWithRGBA from TextureTest also in MipmapTest. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I9fd738f4b8b0a19c7aa1d267f7dbaa40a6935631 Reviewed-on: https://chromium-review.googlesource.com/338791 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang ae2d0a0e 2016-04-15T15:04:14 Fix incorrect dirty bit state tracking on D3D9 AMD with color masks. When using the zero color mask workaround in StateManager9, the blend state and blend equation were being modified. This caused inconsistant state if the workaround stopped being used in subsequent draw calls. To deal with this issue, dirty the BLEND_ENABLED and BLEND_EQUATION states when the COLOR_MASK changes and dirty the COLOR_MASK state wheneither BLEND_ENABLED or BLEND_EQUATION changes. BUG=597107 Change-Id: I03de934b419b7593e4863838720ced1e5773c092 Reviewed-on: https://chromium-review.googlesource.com/339280 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Corentin Wallez 9a9c0484 2016-04-12T10:36:25 Lexer: Error out on invalid field start. When parsing something like x.} the following would happen: - Parsing "." the lexer would move to the FIELDS start condition - Parsing } the lexer wouldn't find any <FIELDS> rule matching - The parser would fall back to <*>. that was asserted unreachable. The fix is to add a <FIELDS>. rule to catch bad field starts BUG=angleproject:1352 Change-Id: I262d2b9ef5f7346c19ae5e19a173e24f40f2f600 Reviewed-on: https://chromium-review.googlesource.com/338222 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 50fcf744 2016-04-11T13:57:32 Add a test for gl_VertexID BUG=angleproject:1217 BUG=587781 Change-Id: I2fd20c686863c1409228717606977a3c4e1cd7fa Reviewed-on: https://chromium-review.googlesource.com/338180 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 52b09c2f 2016-04-11T14:12:31 Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 53a36004 2016-04-08T19:03:18 Revert "Re-land "D3D11: Implement dirty bits for VertexArray11.""" Seems to make the following dEQP test flaky: dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate. BUG=angleproject:1327 This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f. Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208 Reviewed-on: https://chromium-review.googlesource.com/337961 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho a1c917f2 2016-04-06T13:50:03 Suppress samplers in structs test failures on Intel OpenGL Some of the tests made to verify D3D implementation of samplers in structs are failing on Intel's OpenGL drivers, so suppress the failures. Since the test was crashing in shader program setup, shader program setup needs to be moved out of the SetUp() function of the texture tests. BUG=600758 TEST=angle_end2end_tests Change-Id: I1b6e788d900425e914572d2a3d7ef1fc43146f50 Reviewed-on: https://chromium-review.googlesource.com/337500 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 9696316d 2016-03-21T11:54:33 Support ESSL structs containing samplers on D3D Since HLSL can't natively handle samplers in structs, samplers need to be extracted out of structs into separate variables in the translated shader code. In HLSL 4.1, samplers that were in structs go into the normal sampler arrays and are identified by index constants. In other HLSL versions, samplers that were in structs are translated as uniform variables. These transformations are done inside the HLSL output classes, not as tree transformations. This helps to keep the uniform API provided by the shader translator intact. Wherever a struct containing samplers is passed into a user-defined function, the translated HLSL code passes the separate sampler variables alongside a struct where the samplers have been removed. The D3D backend in libANGLE queries the uniform registers of any samplers that were in uniform structs, and adds them to the register maps, so that correct sampler state gets assigned to them. The extracted sampler variables are prefixed with "angle_" instead of the usual "_" to prevent any name conflicts between them and regular variables. BUG=angleproject:504 TEST=angle_end2end_tests, dEQP-GLES*.functional.shaders.struct.uniform.* (all pass), dEQP-GLES*.functional.uniform_api.* (most now pass) Change-Id: Ib79cba2fa0ff8257a973d70dfd917a64f0ca1efb Reviewed-on: https://chromium-review.googlesource.com/333743 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 3477f3a6 2016-03-29T17:15:29 Re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. BUG=angleproject:1327 Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9 Reviewed-on: https://chromium-review.googlesource.com/334225 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 9e3c615e 2016-03-29T21:58:33 Suppress end2end failures for the new Linux Intel bot. Since this is a new bot, we should make it green ASAP so we can catch any new regressions. BUG=angleproject:1346 Change-Id: I2c1288b8115a9d7980d5a3f37753b35cbb837486 Reviewed-on: https://chromium-review.googlesource.com/336050 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Bruce Dawson e2fcf5c3 2016-03-30T11:27:12 Fix C4434 warnings about 32-bit shift assigned to 64-bits VS 2015 has a new or louder warning about 32-bit shifts that are then assigned to a 64-bit target. This code triggers it: int64_t size = 1 << shift_amount; Because the '1' being shifted is a 32-bit int the result of the shift will be a 32-bit result, so assigning it to a 64-bit variable is just misleading. In other cases the destination is a size_t which means that the warning only shows up on 64-bit builds. However in this case the size_t was later cast to a 32-bit type, so the warnings can be suppressed by selecting more natural types and *deleting* some casts. The two warnings were: C4334: '<<': result of 32-bit shift implicitly converted to 64 bits third_party\angle\src\tests\gl_tests\framebufferrendermipmaptest.cpp(90) third_party\angle\src\tests\gl_tests\framebufferrendermipmaptest.cpp(156) BUG=593448 Change-Id: Ice9f67096b155fbb5fa3247ad04ac41acffa36a5 Reviewed-on: https://chromium-review.googlesource.com/336332 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7d712e7d 2016-03-29T21:54:33 Re-land "Clean up Buffer11." This cleans up some messy stuff from the emulated index buffers, which were caching variables that didn't need to be cached. Also add in missing error checks. This touches a lot of code. Re-land with a fix for clang-win build. BUG=angleproject:1327 BUG=angleproject:1310 Change-Id: I31ed81c7242782bef7c5f6cde2192552f7ff9403 Reviewed-on: https://chromium-review.googlesource.com/336052 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e34deaa3 2016-03-30T01:50:40 Revert "Clean up Buffer11." Fails Clang-win because of std::forward ..\..\third_party\angle\src\libANGLE/Error.h(60,40): error: no matching function for call to 'forward' BUG=598944 BUG=angleproject:1327 BUG=angleproject:1310 This reverts commit 041d678b4764484386f934df927f00a5df48a351. Change-Id: I9fb0685cd01090b1faf8417ffa3c9b49eeb4510e Reviewed-on: https://chromium-review.googlesource.com/336040 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 041d678b 2016-03-29T17:00:47 Clean up Buffer11. This cleans up some messy stuff from the emulated index buffers, which were caching variables that didn't need to be cached. Also add in missing error checks. This touches a lot of code. BUG=angleproject:1327 BUG=angleproject:1310 Change-Id: Icd722d57d9449388fbabc62c7ea37f0526a568ff Reviewed-on: https://chromium-review.googlesource.com/334731 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7e2ba9ee 2016-03-29T15:22:01 Fix warning introduced in "Program::getUniformInternal: return only one array element" The warning does not seem to occur on the Chromium bots, but shows when compiling ANGLE standalone. BUG=595836 Change-Id: I3c22bbea263223f9e92f82229817e9e9894a46ad Reviewed-on: https://chromium-review.googlesource.com/335576 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho c3e55a43 2016-03-09T16:29:18 Validate program changes wrt transform feedback UseProgram can't be called while transform feedback is active and unpaused. Validate this by checking the presence of active transform feedback in UseProgram. LinkProgram or ProgramBinary can't be called while transform feedback associated with the program is active. Validate this by going through all of the existing transform feedback objects when one of these functions is called and checking whether they are associated with the program being changed. A program association is added to gl::TransformFeedback to facilitate this. BeginTransformFeedback can't be used to unpause a transform feedback object, so code for that is removed. The validation of the entry points touched in this patch is refactored to follow the current convention of separate Validate* functions, though with LinkProgram following this convention fully isn't practical. This patch also makes sure that ANGLE doesn't invoke behavior that the GL spec doesn't specify if a program object associated with a paused transform feedback is deleted. Tests are edited so that they don't call UseProgram when it generates an error. BUG=angleproject:1101 TEST=dEQP-GLES3.functional.negative_api.shader.* (2 more tests pass), dEQP-GLES3.functional.transform_feedback.* (no regressions), angle_end2end_tests Change-Id: I2e5b3a027ced11249b762ec01a29fa41d2c0dd96 Reviewed-on: https://chromium-review.googlesource.com/332141 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez 6596c465 2016-03-17T17:26:58 Program::getUniformInternal: return only one array element Reland with a compilation fix for GPU Builder, with a fix for UniformTest.BooleanArrayUniformStateQuery and better formatting. When getUniformInternal detected a mismatch between the glGetUniform type and the uniform type, it entered a code path where it wrongly wrote the whole array instead of a single element, causing a buffer overflow. Adds a regression test. BUG=595836 Change-Id: Ie860b87ad56046483650f457457116cc22bf3c0f Reviewed-on: https://chromium-review.googlesource.com/334448 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill bc4c4bc5 2016-03-23T21:04:43 Re-land "Validate that attrib offsets don't overflow buffers." During draw calls, we wouldn't add the current attrib offset to the required draw call size when checking attributes. This could lead to us producing warnings in the D3D11 runtime, and miss returning some errors. Re-land with a test data initialization fix, and with some extra tests merged from another CL. BUG=angleproject:1339 Change-Id: Ifd549c3b1f6871417dc1693cb3ec534414e92cfd Reviewed-on: https://chromium-review.googlesource.com/333723 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 5051eee5 2016-03-23T01:35:01 Revert "Program::getUniformInternal: return only one array element" It breaks compilation on GPU Builder This reverts commit 3ea54ba890f25fcce9213d8ab7c7f8a9fdf10cad. Change-Id: Ie18f876b1db353d75cbd5a612f0a433cfc552ef2 Reviewed-on: https://chromium-review.googlesource.com/334405 Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 3ea54ba8 2016-03-17T17:26:58 Program::getUniformInternal: return only one array element When getUniformInternal detected a mismatch between the glGetUniform type and the uniform type, it entered a code path where it wrongly wrote the whole array instead of a single element, causing a buffer overflow. Adds a regression test. BUG=595836 Change-Id: Id7372faece276d28363a30bf3183497d97357c76 Reviewed-on: https://chromium-review.googlesource.com/333771 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 1a4523f3 2016-03-18T15:33:55 Avoid copying of texture format info structures Use const pointers to the statically allocated structures instead of copying them in TextureStorage11. This avoids the cost of copying and saves a little bit of memory. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: Ib59fddd68ba9bc53e491d55683416c0661f26e0e Reviewed-on: https://chromium-review.googlesource.com/333930 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 356f5165 2016-03-18T14:19:41 Add a texture data fill helper function to tests Several tests need to initialize arrays of RGBA texture data. Add a helper function for this to reduce duplication and to make the code more readable. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: Id4a35b34a8fad25c2dc263ad8635dd43355a4f17 Reviewed-on: https://chromium-review.googlesource.com/333911 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez 00f394ec 2016-03-16T12:09:11 Revert Dirty bits for VertexArray11 This is a combination of two reverts: Revert "D3D11: Remove unused mRenderer from VertexArray11." Revert "D3D11: Implement dirty bits for VertexArray11." Reverting only the first commit would trigger warnings on the Windows clang bot. BUG=594509 BUG=angleproject:1327 This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4. This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9. Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7 Reviewed-on: https://chromium-review.googlesource.com/332989 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 7b591905 2016-02-26T14:37:57 D3D11: Use blit SRV format for blits blitSRVFormat stores the format that is used with ANGLE's internal blit shaders. By default, it is the same as the normal SRV format. For integer textures with a red channel, the RTV format is used instead. This makes it possible to change the storage format and the SRV format for the integer textures without affecting the blit format. The blitSRVFormat is used when doing blits in Blit11::copyTexture(). An exception is made for depth/stencil renderbuffer blit - in these cases it is okay to assume that the regular SRV format works for blitting. In the future the regular SRV format for integer textures will be changed to be different from their blit SRV format. TEST=angle_end2end_tests dEQP-GLES3.functional.fbo.blit.* (no regression) dEQP-GLES3.functional.texture.swizzle.* (no regression) BUG=angleproject:1244 Change-Id: Ie0e790e58ec054b64ef5983a09dbfc7754f269ca Reviewed-on: https://chromium-review.googlesource.com/327104 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill c979aabf 2016-03-12T00:26:44 Revert "Validate that attrib offsets don't overflow buffers." Seems to fail the Windows 8 bots in FL9_3 for some reason. https://build.chromium.org/p/chromium.gpu.fyi/builders/Win8%20Release%20%28NVIDIA%29/builds/20703 VertexAttributeTest.ShortNormalized_ES2_D3D11_9_3 VertexAttributeTest.ShortUnnormalized_ES2_D3D11_9_3 BUG=angleproject:1339 This reverts commit fb57c04c781df708a432f0e90acf2e431b7983bb. Change-Id: I4c678ff6b337e9a3e0a1fc809f96f6b89407ea33 Reviewed-on: https://chromium-review.googlesource.com/332442 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill fb57c04c 2016-03-10T11:35:17 Validate that attrib offsets don't overflow buffers. During draw calls, we wouldn't add the current attrib offset to the required draw call size when checking attributes. This could lead to us producing warnings in the D3D11 runtime, and miss returning some errors. BUG=angleproject:1339 Change-Id: I03555be396df46f83d96dfb34fbcb145169625e8 Reviewed-on: https://chromium-review.googlesource.com/331807 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7d8585b8 2016-03-09T15:53:12 D3D11: Implement dirty bits for VertexArray11. Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. BUG=angleproject:1327 Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b Reviewed-on: https://chromium-review.googlesource.com/330173 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho be59c2fb 2016-03-07T11:32:34 Fix ambiguous function call issues in HLSL output D3D compiler can't resolve between these overloaded functions: float4 vec4(float2x2 x0); float4 vec4(float4 x0); Include the parameter types in the function name to disambiguate between overloaded user-defined functions and constructors, like this: float4 vec4_float2x2(float2x2 x0); float4 vec4_float4(float4 x0); This is only done for float2x2 and float4 parameters, other parameter types like float2x3 vs. float3x2 don't need this. BUG=angleproject:1099 BUG=angleproject:1030 TEST=angle_end2end_tests, dEQP-GLES3.functional.attribute_location.* (10 more tests pass), dEQP-GLES2.functional.attribute_location.* Change-Id: Ief047d41b0adbc238393c3c13cb29771cbb83d58 Reviewed-on: https://chromium-review.googlesource.com/329882 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill e36b92d4 2016-03-04T15:46:58 D3D: Use a single D3D buffer per static vertex attribute. The current caching logic stores multiple static attributes in a single buffer if the attributes share a D3D buffer - sometimes. If a buffer is 'committed' (has been used in a draw) then we would make a new D3D buffer for the next set of static attributes. Instead use a simpler scheme of a single D3D buffer for each static attribute. Also change rx::VertexBuffer to a reference counted class. This simplifies the caching logic for static vertex buffers (translated attributes) considerably. We only need to release the buffers when the ref count is zero, and ensure we track the ref count correctly when bound to D3D. This leads the way towards using a simpler dirty bit scheme for intelligent state updates, and less overhead doing work with buffer state updates. BUG=angleproject:1327 Change-Id: I99461d50b9663024eaa654cd56b42a63f1416d08 Reviewed-on: https://chromium-review.googlesource.com/330170 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 713e4db7 2016-03-02T16:35:33 D3D11: Fix RGBA32_UNORM integer vertex attribs. This formats were mistakenly listed as having no conversion necessary in the vertex formats table. Fix is to mark them as CPU-converted. This bug would only occur for 'direct' storage attributes, not those that were dynamically streamed. BUG=angleproject:1331 Change-Id: Ifa51b47d75e2f5bc762a718587470950cf195cb4 Reviewed-on: https://chromium-review.googlesource.com/329999 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Jamie Madill bdec2f4e 2016-03-02T16:35:32 D3D11: Fix overlapping vertex shader signatures. For the case of drawing with un-normalized integer vertex attributes, we need to do some dynamic conversion in the VS. However, each attribute can either be signed or unsigned, and our shader signature code would treat both as a match, giving rise to a warning in the D3D11 Debug runtime. It's unclear if this would give incorrect results, but it certainly should not produce a warning. BUG=angleproject:1329 Change-Id: I302d11b44e8a0ef981e89c181aefac5451a899b7 Reviewed-on: https://chromium-review.googlesource.com/329998 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>