include/GLSLANG/ShaderVars.h


Log

Author Commit Date CI Message
Shahbaz Youssefi d193d51b 2024-06-17T22:46:08 Replace issue ids post migration to new issue tracker This change replaces anglebug.com/NNNN links. Bug: None Change-Id: I8ac3aec8d2a8a844b3d7b99fc0a6b2be8da31761 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5637912 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Ho Cheung 0510fb49 2023-09-11T18:11:50 [code health] Use more standard enumerator names Use more standard enumerator names in ANGLE https://google.github.io/styleguide/cppguide.html#Enumerator_Names There are still some non-standard enumerator names in the //cc directory, which will be modified in subsequent patches. Bug: chromium:1480233 Change-Id: I96d534f0eb74a8583237c754f6ef867bd1b33d4a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4853030 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Ho Cheung <uioptt24@gmail.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 10380f4b 2023-06-06T11:52:08 Vulkan: Output SPIR-V ids from compiler In this change, the shader interface variables are given SPIR-V ids by the compiler before SPIR-V generation. Those ids are made available through the ShaderVariable interface. The transformer does not yet rely on this information. A follow up change will rework the backend's name->info map and the transformer to directly use ids instead of names. Bug: angleproject:7220 Change-Id: Ic0a62681d4bcf3ed171c39c3ecd83e438ea068c8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4600609 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Shahbaz Youssefi 8b79410b 2023-04-02T22:25:12 Vulkan: Treat readonly SSBOs as readonly! Instead of assuming SSBOs are always written to, this change adds plumbing for the backend to know when an SSBO is declared readonly and marks the buffer readonly accordingly. With this change, BufferVk can optimize uploads and copies to and from the buffer with the knowledge that it can be safely mapped on the CPU for read while it's being used by the GPU. Bug: b/276002151 Change-Id: I75342148c07949a83436054a738395bbd88caec5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4392720 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev 1ee27fcd 2023-03-24T00:00:00 Fix translation of noperspective interpolation qualifier Auxiliary storage qualifiers used with 'noperspective' interpolation must be retained during ESSL translation * Added new qualifiers: * EvqNoPerspectiveCentroid * EvqNoPerspectiveCentroidIn * EvqNoPerspectiveCentroidOut * EvqNoPerspectiveSample * EvqNoPerspectiveSampleIn * EvqNoPerspectiveSampleOut * Adjusted GLSL and SPIR-V output * Adjusted 'sample' rank to be the same as 'centroid' Fixed: angleproject:4388 Change-Id: Iffc80a7a3b057beffd3bcbbc9446eeed77183c99 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4368471 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Shahbaz Youssefi 5d1ac2e0 2023-01-17T10:21:01 Add missing include to ShaderVars.h Patch by mcatanza@redhat.com Bug: angleproject:7963 Change-Id: I1466ab227ae4e8b5703bd68bafbf12c31d441c2e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4174172 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Chris Dalton 5e95a4d9 2022-10-07T00:52:38 Add an EXT_shader_pixel_local_storage impl of PLS Translates ANGLE_shader_pixel_local_storage shaders directly to EXT_shader_pixel_local_storage. Polyfills load/store operations using internal fullscreen draws. Since the ANGLE extension needs the ability to preserve all active PLS planes to textures, we can only support this extension when the backend context also has access to ES 3.1 shader images. Bug: angleproject:7279 Bug: angleproject:7771 Change-Id: Id348bde412efcc081ff29ee05ec59ad652f77569 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3966075 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Chris Dalton 9d41585e 2022-08-12T14:20:34 Make PLS coherent on D3D 11.3 Adds a new internal memory qualifier to the compiler called "rasterOrdered", which we set in RewritePixelLocalStorage.cpp when D3D 11.3 Rasterizer Order Views are supported. The HLSL translator then generates RasterizerOrderedTexture2D<> instead of RWTexture2D<> when this qualifier is set. Bug: angleproject:7279 Change-Id: I39b8c3279b7bff93b7e57272e8fb84d9c0312616 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3830288 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
Shahbaz Youssefi 6f80f0f0 2022-08-06T02:29:19 Translator: Clean up the compile flag passing interface Historically, compile flags were sent to the translator as a bitmask. Recently, we were getting close to running out of bits. Additionally, direct-to-metal work had started to introduce constants to be passed to the translator, which were misplaced in ShBuiltInResources and Caps. Recent work on Pixel Local Storage adds even more constants, aggravating the situation. In this change, the interface to passing compile flags is reworked. A struct is passed (instead of a bitmask) that has one bit for each flag. This can be indefinitely extended. Additionally, the constants needed by metal and PLS are also placed in this struct. In turn, the backends can set these options directly, and don't have to hack them into Caps to further get hacked into ShBuiltInResources. Bug: angleproject:7559 Change-Id: If93f1e1b8818ad3a0ac708ab04ab93b4b397d114 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3812562 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 1e773db9 2022-02-22T10:51:15 Vulkan: Shader support for KHR_blend_equation_advanced Translator can accept the layout qualifiers for the advanced blend equation. No emulation code is currently generated, and ANGLE will initially rely on the corresponding Vulkan extension. Based on change by Brandon Schade <b.schade@samsung.com> Bug: angleproject:3586 Test: angle_unittests --gtest_filter=*KHRBlendEquationAdvanced* Change-Id: I3b728c5f144386d7030bbbb301ddb07daa1492b9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3481309 Reviewed-by: Brandon Schade <b.schade@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill 49af677a 2021-08-16T07:59:18 Capture/Replay: Update serialization logic. - Uses more common toString methods instead of custom ones. - Uses enum to string in more places intsead of numeric enums. - Adds missing group scopes in several places. - Skips serializing empty image levels. Bug: angleproject:5133 Change-Id: I2c9523981aba4ec0afb5f0623cb34154db263e6b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3097805 Reviewed-by: Gert Wollny <gert.wollny@collabora.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tim Van Patten 34e28778 2021-03-17T17:38:19 Reorder ShaderVariable functions and members ShaderVariable's functions and members are all mixed up. This CL reorders things to move the functions before the members, to better match ANGLE's coding style. This also adds a note that any new members that are added need to be added to gl::WriteShaderVar() and gl::LoadShaderVar(), which are actually implemented in Program.cpp, since ShaderVars.h/cpp can't include libANGLE/BinaryStream.h. There are currently several members that are missing, leading to save/load errors, which are fixed in a follow-on CL in this chain. Bug: b/182409935 Change-Id: I1381a5efffb56c0989961bbcfd405b95d59d6396 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2770682 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
Mohan Maiya 550f2a3e 2021-02-24T09:49:42 Vulkan: Shader support for EXT_shader_framebuffer_fetch_non_coherent Translator can accept gl_LastFragData and 'inout' variable to gain access to framebuffer attachment data. The Vulkan translator replaces it with the SubpassInput type variable. Note that this works only for the noncoherent version of the extension. Bug: angleproject:5454 Test: *EXTShaderFramebufferFetchNoncoherent*.* Change-Id: I392f84ee3ad3eb9fbd09d0b7ff83731a9a3f33f6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2598060 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Shahbaz Youssefi bb3adfa4 2020-12-01T15:43:13 Rename ShaderVariable::structName to structOrBlockName Bug: angleproject:3580 Change-Id: Ic53a5267972f153dad2e20948e493e9767a45d16 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2568247 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi 383442e5 2021-01-19T11:42:03 Add a helper ShaderVariable method to facilitate member rename Chromium uses ShaderVariable::structName directly, which makes it impossible to rename this variable. Bug: angleproject:3580 Change-Id: I328015b0e7f26d22d689451bac0d7a48999bef2e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2637419 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e670fc72 2021-01-18T15:51:42 Implement shader compiler changes for Tessellation. Numerous rule changes to support validating Tessellation Control and Evaluation shaders. New per-patch inputs and output variable support. Includes a new traverser step that validates barrier function calls. Functionality changes upcoming in http://crrev.com/c/2568234 Bug: angleproject:3572 Change-Id: If8da1c21d30efa12c60ed0d6c3f8cf0b27e4c86f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2633936 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Mohan Maiya <m.maiya@samsung.com>
Jamie Madill 173f1c94 2020-12-03T13:53:16 Translator: Collect gl_in as a varying. This unifies the variable handling for IO blocks. Previously the gl_in block we treated as an "in block" similar to an interface block. Bug: angleproject:5423 Change-Id: Idf2db4c209055fa9ffca567dab39c89464eba156 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2571966 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi abe96578 2020-11-30T14:09:11 Vulkan: I/O blocks: Support unsized arrays Geometry shader inputs have an extra array dimension, which can be unsized as it can be derived from the primitive type. This change fixes the grammar to support such arrays. Additionally, it enables EXT_shader_io_blocks automatically with EXT_geometry_shader and EXT_tessellation_shader per spec. Bug: angleproject:3580 Change-Id: Ia7eb3e8be28c2eef2072dbe2a546fa34973104ab Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2568242 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 8797714c 2020-12-01T11:39:25 Vulkan: Support OES_shader_io_blocks Enables OES/EXT_shader_io_blocks extensions in Vulkan backends. With shader I/O blocks, the varyings can now be an array of struct (the block itself) of struct (nested in the block). This change is missing a number of features. In particular, if the shader I/O block has a location decoration in the middle of the block, that is not handled yet. Based on changes from m.maiya@samsung.com and jmadill@chromium.org. Bug: angleproject:3580 Tests: dEQP-GLES31.functional.shaders.linkage.es31.io_block.* dEQP-GLES31.functional.separate_shader.validation.es31.io_blocks.* dEQP-GLES31.functional.program_interface_query.program_input.* dEQP-GLES31.functional.program_interface_query.program_output.* Change-Id: I593840475d2365ff6c9ce7b2290f5ee462a30dfb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2567645 Reviewed-by: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Geoff Lang 5b419533 2020-11-03T13:33:44 GL: Implement EXT_YUV_target Add test coverage of YUV format sampling as RGB or directly as YUV and rendering as YUV using layout(yuv). Initializing YUV AHardwareBuffers requires Android API 29 so ANGLE must be compiled with: android32_ndk_api_level = 29 android64_ndk_api_level = 29 The following tests can still run with Android API 26 because they don't need to initialize the buffer: ImageTestES3.ClearYUVAHB ImageTestES3.YUVValidation Bug: angleproject:4852 Bug: b/172649538 Change-Id: I4fe9afb2a68fb827dc5a5732b213b5eb60d585ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2517562 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Mohan Maiya 5d0458fa 2020-10-23T12:52:34 Vulkan: Add OES_shader_multisample_interpolation support Support OES_shader_multisample_interpolation extension if maxInterpolationOffset >= 0.5 Bug: angleproject:3589 Tests: dEQP-GLES31.functional.shaders.multisample_interpolation.* dEQP-GLES31.functional.state_query.multisample_interpolation.* Change-Id: I42997f10be82e3be8b63c56833cbbf791bf4be9b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2477905 Commit-Queue: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill e5590288 2020-10-18T12:40:14 Rename "texelFetchInvoked" to "texelFetchStaticUse". Technically more precise because something could be statically used and never invoked. Also more consistent with the spec. Bug: angleproject:5176 Change-Id: I70dd0787d67d9f046b7359abb24107cb430f5cae Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2483465 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Mohan Maiya 7bbe497a 2020-10-16T14:46:45 Vulkan: Implement EXT_texture_sRGB_decode Implement EXT_texture_sRGB_decode. This builds on the existing functionality from EXT_texture_sRGB_override, with 2 major edge cases: 1. sRGB_decode allows the texture state to be overridden by sampler state, which is implemented by forcing a a texture state sync during updateActiveTextures if a texture is bound to the same unit as a sampler with that state 2. texelFetch calls require us to reenable decoding, regardless of decode state. We add a new compiler pass (FlagSamplersWithTexelFetch) to mark samplers that are used with texelFetch in order to support this. This change also re-enables EXT_texture_sRGB_R8, which was disabled due to a dEQP bug that this change will bypass. Bug: angleproject:3609 Bug: angleproject:4503 Test: dEQP.GLES31/functional_srgb_texture_decode_skip_decode_* Test: GLES31/functional_state_query_texture_*_srgb_decode_* Test: GLES31/functional_state_query_sampler_*_srgb_decode_* Test: GLES31/functional_debug_negative_coverage_*_srgb_decode_* Test: GLES31/functional_android_extension_pack_extensions_ext_texture_srgb_decode Test: angle_end2end_tests --gtest_filter=SRGBTextureTest.*Vulkan* Change-Id: I4a67e487dc82e2f57c8c87d4bcd8ef442b6fe220 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2359481 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Philip Lamoureux 9515707b 2020-05-29T11:23:44 Move ShaderVariable utility function from utilities.cpp ShaderVars.cpp. Fixes an implied dependency cycle between translator and angle_common. This will also allow us to be more strict about declaring dependencies on GLSLANG headers. Tested by building and running angle_unit_tests on Linux. Bug: angleproject:4672 Change-Id: I331230d2cf179ccea140ee7a0d5a3c8768c58cb1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2222682 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Mohan Maiya 96c26c68 2020-04-03T07:52:52 Add support for NV_shader_noperspective_interpolation Added support for GL_NV_shader_noperspective_interpolation on the Vulkan and Desktop OpenGL backends Bug: angleproject:4388 Test: angle_end2end_tests --gtest_filter=ShaderInterpTest.NoPerspective/* Change-Id: I12473830c0ea8b4fffeae9c4a8ec92d979c8e18c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2107234 Commit-Queue: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Courtney Goeltzenleuchter 33a00efd 2019-11-27T09:21:45 Add Compute Shared Memory Size Validation Add tracking of shared memory declarations in compute shaders. Test:   angle_deqp_gles31_tests --gtest_filter=dEQP.GLES31/functional_debug_negative_coverage_callbacks_compute_exceed_shared_memory_size_limit Bug: 4173 Change-Id: If2a86d467a82f73fa5b2ee0ced752701acfe1872 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1934653 Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tim Van Patten 90a58622 2019-09-04T15:39:58 Refactor ShaderVariable to Remove Specializations The following structs are being refactored and moved into the parent struct ShaderVariable: VariableWithLocation Uniform Attribute OutputVariable InterfaceBlockField Varying Bug: angleproject:3899 Test: CQ Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>
Clemen Deng ca8ea0a4 2019-07-26T10:49:23 Get Desktop GL games running on desktop frontend Games: SkyEngine: Open source on github The Deep Deep: Geoff's game Bug: angleproject:3620 Change-Id: I5feee91a94648b385708cafe8d7412e86704ecd0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1721189 Commit-Queue: Clemen Deng <clemendeng@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Stuart Morgan 9d737966 2019-08-14T12:25:12 Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 15214423 2019-01-07T12:44:44 ES31: Add top_level_array_stride support Bug: angleproject:1920 Change-Id: Id18c6cc1bb840c05f73a019156c462886f01d9eb Reviewed-on: https://chromium-review.googlesource.com/c/1396745 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill ab2bfa81 2019-01-15T19:06:47 Enable Chromium clang style plugin for libANGLE. This fixes a few style warnings: * auto should not deduce to raw pointer type * inlined virtual methods are not allowed * non-trivial constructors and destructors should be explicit * inlined non-trivial constructors should not be in-class * missing override keywords Bug: angleproject:3069 Change-Id: I3b3e55683691da3ebf6da06a5d3c729c71b6ee53 Reviewed-on: https://chromium-review.googlesource.com/c/1407640 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Xinghua Cao f3179a6a 2018-07-12T16:22:06 ES31: Implement bindImageTexture binds a single layer on D3D backend Dynamically generate image2D variables' declaration and function definition in libANGLE. Bug: angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159 Reviewed-on: https://chromium-review.googlesource.com/c/1142885 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8c78ce4b 2018-12-16T19:14:58 Use visitor pattern for Shader Variable APIs. In many places in ANGLE we need to traverse a ShaderVariable tree. We do this to store uniform offset and other information, to flatten the tree of uniforms for the front-end, or to produce active variable lists for uniform and shader storage blocks. In each case, we would write separate tree traversal code. This patch introduces a shared visitor pattern for all of the shader variable tree traversal instances. With that get more common code. Also it is easier to write new variable traversals. ProgramD3D and ProgramLinkedResources in particular get nice simplificiations. The visitor object recieves callbacks from the traversal when entering structs, array elements, and new variables. The visitor can treat these differently depending on the use case. A common visitor that constructs full variable names is used as a base class in several places. Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to sh::ShaderVariable. This allows us to forgo using templates in several call sites. Bug: angleproject:3024 Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e Reviewed-on: https://chromium-review.googlesource.com/c/1358722 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Austin Eng 1bf18ce9 2018-10-19T15:34:02 Implement GL_ANGLE_multi_draw This patch adds entrypoints glMultiDrawArraysANGLE, glMultiDrawElementsANGLE, glMultiDrawArraysInstancedANGLE, annd glMultiDrawElementsInstancedANGLE Bug: chromium:890539 Change-Id: Ic9c374c53892460f44ca6e73a253b78473ac2dff Reviewed-on: https://chromium-review.googlesource.com/c/1282268 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
Olli Etuaho a78092cb 2018-09-26T14:16:13 Support ESSL 3.00 EXT_blend_func_extended shaders This adds support for the index layout qualifier that's used in EXT_blend_func_extended to set whether a fragment output should be bound to the primary or secondary blend source color. Output locations are now validated correctly so that two outputs can have the same location as long as they have a different index. Some tests are fixed to allow this. BUG=angleproject:1085 TEST=angle_unittests Change-Id: I1de3ad1406398952287791eca367562bed59d380 Reviewed-on: https://chromium-review.googlesource.com/1245982 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 107c7247 2018-03-20T15:45:35 ShaderVariable: separate fields for staticUse and active Thus far the compiler has used the "staticUse" flag to mark variables that should have rather been marked "active", meaning that the code may actually execute in a way that accesses the variable. There's a clear definition for this use of the term "active" in the GLES 3.0.5 spec, section 2.12.6, and in GLES 3.1 section 7.3.1. Having separate fields for recording static use and "activeness" of a variable is the first step to fixing this. According to the spec, usually only active resources should be considered when checking use against max limits. Also, only active uniforms get assigned a location. libANGLE code now correctly checks the active flag rather than the static use flag in these cases. The static use field still mirrors the active field for now, since some code in Chromium also needs to be fixed to use the active field correctly before the two can diverge. After Chromium is fixed, we can fix ANGLE so that static use information is recorded earlier during compilation and will accurately reflect whether variables are statically used. Currently the compiler only records variables once some static use may already have been pruned from the AST. BUG=angleproject:2262 TEST=angle_unittests, angle_end2end_tests Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29 Reviewed-on: https://chromium-review.googlesource.com/970962 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Xinghua Cao 26143fdd 2017-11-01T18:19:05 ES31: Support bindImageTexture on Texture2D for compute shaders on D3D BUG=angleproject:1987 TEST=angle_end2end_tests Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1 Reviewed-on: https://chromium-review.googlesource.com/749004 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 8225e73b 2017-11-14T16:29:03 Support struct varying for transform feedback Capturing struct members is vague In ES 3.00. But the ES 3.10 explicitly says that base-level members of struct are feasible for transform feedback capture. This implementation fills the gap. TEST=angle_end2end_tests:TrasnformFeedbackTest* BUG=angleproject:2241 Change-Id: Ibdf3ae6c2b8b28952e2f7fef1363545cbccad389 Reviewed-on: https://chromium-review.googlesource.com/768613 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 3de2703d 2017-11-30T12:16:47 Fix handling matrix qualifiers on block members Individual block member row_major/column_major layout qualifiers may override the qualifiers set on the block. During parsing, this was already being handled correctly, so that the qualifier is resolved for each block member and recorded for each TField / InterfaceBlockField. Now we always write the qualifiers on a per-member granularity to the output GLSL shaders, so that the native driver gets the correct per-member qualifiers. This replaces earlier behavior where the matrix qualifiers were only written per-block. Also only use qualifiers from individual members in block layout. Since the block-level qualifier information is no longer used after parsing, it is no longer kept in the AST. A dummy value is still set to the InterfaceBlock structs exposed through the ShaderVars interface, since that has existing usage in Chromium that needs to be removed before the field can be removed. Some AMD OpenGL drivers don't seem to handle matrix layout qualifiers correctly, so most of the added tests need to be skipped for AMD GL. On NVIDIA and Intel the tests pass. BUG=angleproject:2271 TEST=angle_unittests, angle_end2end_tests, dEQP-GLES31.functional.program_interface_query.uniform.matrix* Change-Id: I1baa7a633bc2da548743c2190cb72db491b5227a Reviewed-on: https://chromium-review.googlesource.com/800174 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 465835d6 2017-09-26T13:34:10 Support arrays of arrays in the API The ShaderVariable class that is used as an interface between the compiler and the rest of the code gets arrays of arrays support. Array of array variables are passed from the compiler just like any other variables. However, when stored in Program state each innermost array constitutes a separate variable. This is done to make the implementation match the GLES specification for program interface query APIs. This will be tested more fully once support for parsing arrays of arrays lands in the compiler. TEST=angle_end2end_tests, angle_unittests BUG=angleproject:2125 Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb Reviewed-on: https://chromium-review.googlesource.com/684742 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2f294c9a 2017-11-20T14:47:26 Add constructors for TMemoryQualifier and TLayoutQualifier. These replace the ::create methods, to facilitate constexpr versions. Also adds a constructor of WorkGroupSize that can be made to be constexpr. Bug: angleproject:1432 Change-Id: I413d1a56102c94d6a383775110a2b850a7532ea0 Reviewed-on: https://chromium-review.googlesource.com/776279 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Jamie Madill cac94a91 2017-11-10T10:09:32 Optimize ShaderVariable::isBuiltIn. This makes the check a bit faster, by inlining the prefix check. Also some cleanups to ValidateVertexShaderAttributeTypeMatch. BUG=angleproject:2202 Change-Id: Ifeab4cd85a91a1639a461f44776a68ac98c5bd79 Reviewed-on: https://chromium-review.googlesource.com/761240 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jiajia Qin 3a9090fa 2017-09-27T14:37:04 ES31: Add BUFFER_VARIABLE and SHADER_STORAGE_BLOCK program interfaces This patch collects the shader storage block members information. It implements getShaderStorageBlockMemberInfo and getShaderStorageBlockSize for OpenGL backend. Meanwhile, it implements BUFFER_VARIABLE and SHADER_STORAGE_BLOCK interfaces for program query. BUG=angleproject:1920 TEST=angle_end2end_tests:ProgramInterfaceTest* dEQP-GLES31.functional.layout_binding.ssbo* dEQP-GLES31.functional.compute.basic.empty dEQP-GLES31.functional.compute.basic.ssbo_rw* dEQP-GLES31.functional.compute.basic.ssbo_local_barrier* dEQP-GLES31.functional.compute.basic.copy_image_to_ssbo_small dEQP-GLES31.functional.compute.basic.copy_ssbo_multiple_groups dEQP-GLES31.functional.compute.basic.copy_ssbo_multiple_invocations dEQP-GLES31.functional.compute.basic.copy_ssbo_single_invocation dEQP-GLES31.functional.compute.basic.copy_ssbo_to_image_small dEQP-GLES31.functional.compute.basic.shared_var* dEQP-GLES31.functional.compute.basic.ubo_to_ssbo* dEQP-GLES31.functional.compute.basic.write_multiple_arr* dEQP-GLES31.functional.compute.shared_var.basic_type.* dEQP-GLES31.functional.compute.shared_var.work_group_size.* dEQP-GLES31.functional.atomic_counter.* Change-Id: Ie8b81fde5a2e919aab77adb3d137c9ff2f193409 Reviewed-on: https://chromium-review.googlesource.com/712235 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 977abce7 2017-11-07T08:03:19 Refactor interface block linking. This moves the logic for interface block linking. The new design is intended to be flexible enough to be passed into a back-end call to ProgramImpl::link. Then, the Impl object can be responsible for both filtering out unreferenced interface blocks as well as having access to the linked interface block information. A future change will pass the InterfaceBlockLinker objects (or objects when dealing with ES 3.1 and Shader Storage Blocks) to the Impl. This will help fix a D3D11 back-end bug where we would need acess to the Shader objects to finish a deferred uniform block link. This should also potentially make it easier for the back-ends to determine Shader Storage Block size and properties without defining new Impl methods. BUG=angleproject:2208 Change-Id: Ic5244a808dba44ba1a8c08d9ee701952034d2b18 Reviewed-on: https://chromium-review.googlesource.com/746203 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Qin Jiajia ca68d988 2017-09-18T16:41:56 ES31: Add std430 support for OpenGL backend BUG=angleproject:1920 TEST=angle_unittests Change-Id: Ie8e171abec053c2c5dca93d6e79db534f74520e7 Reviewed-on: https://chromium-review.googlesource.com/737532 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho e7c2857d 2017-10-23T16:29:33 Clean up direct access of ShaderVariable::arraySize This change is pure refactoring. It's intended to help with adding support for arrays of arrays. BUG=angleproject:2125 TEST=angle_unittests Change-Id: I82881a98c3c476fd6666a551ce6be255ae0de4cf Reviewed-on: https://chromium-review.googlesource.com/733127 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 15de9262 2017-10-13T11:08:13 Add array size functions to ShaderVars These can be used instead of direct access of the arraySize field in Chromium, so that arrays of arrays support can be implemented inside ANGLE without breaking the Chromium build. BUG=angleproject:2125 TEST=angle_unittests Change-Id: I123c2a18549e8f6e40ade946870a5437faf2155e Reviewed-on: https://chromium-review.googlesource.com/718201 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jiawei Shao 4cc89e2b 2017-08-31T14:25:54 ES31: Enable 'location' layout qualifier on shader interfaces in compiler This patch enables 'location' layout qualifier for vertex outputs and fragment shader inputs when the shader version is 3.1 in ANGLE GLSL compiler and adds the check on location conflicts for these varyings. According to GLSL ES 3.1 SPEC (Chapter 4.4.1 and Chapter 4.4.2), 'location' layout qualifier is allowed on both inputs and outputs of vertex and fragment shaders. 'location' layout qualifier on shader interfaces is only valid on shaders whose version is 3.1 and above. According to GLSL ES 3.0 SPEC, vertex shader cannot have output layout qualifiers (Chapter 4.3.8.2) and fragment shader cannot have input layout qualifiers (Chapter 4.3.8.1). The 'location' qualifier on varyings is used in the shader interface matching defined in OpenGL ES 3.1. (OpenGL ES 3.1 SPEC Chapter 7.4.1). This new link rule will be added to Program.cpp in another patch. For the OpenGL ES 3.1 extension GL_OES_geometry_shader, according to GL_OES_shader_io_blocks SPEC (Chapter 4.4.1 and Chapter 4.4.2), 'location' layout qualifier is both valid on geometry shader inputs and outputs. This feature will be implemented together with other rules on geometry shader inputs and outputs. BUG=angleproject:2144 TEST=angle_unittests Change-Id: I62d85f7144c177448321c2db36ed7aaeaa1fb205 Reviewed-on: https://chromium-review.googlesource.com/645366 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 855d964b 2017-05-17T14:05:06 Prefix user-defined names in GLSL output Now user-defined names are prefixed by _u in GLSL output in case name hashing is not on. Internal names such as names of temporary variables created in AST transformations are written out as such. This makes handling of internal function names and internal variable names consistent. It also removes the possibility of name conflicts between user-defined names and internal names in case name hashing is not on. In the same vein, it makes it safe to use GLSL reserved words that are not reserved in ESSL as variable names in case name hashing is not on. This also makes the GLSL output more consistent with how names are handled in HLSL output. Name hashing code is shared between VariableInfo and OutputGLSLBase to ensure names are handled consistently in both. The name that's used in the shader source for a given interface variable is written out to ShaderVariable::mappedName. An exception needs to be made for identifiers close to the length limit, since adding any prefix would take them over the limit. But they can be just written out as such, since we don't have any builtins or ANGLE internal variables that have as long names and could create a conflict. BUG=angleproject:2139 BUG=angleproject:2038 TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38 Reviewed-on: https://chromium-review.googlesource.com/507647 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei Shao d8105a03 2017-08-08T09:54:36 ES31: Implement gl_in in Geometry Shader This patch intends to implement geometry shader built-in interface block instance gl_in defined in GL_OES_geometry_shader. 1. Add the definition of gl_in and its interface block gl_PerVertex into the symbol table. 2. Support gl_Position as a member of gl_in. 3. Set the array size of gl_in when a valid input primitive type is known. 4. Add check that it should be a compile error to index gl_in or call length() on gl_in without a valid input primitive declaration. This patch also adds unit tests to cover all these new features. BUG=angleproject:1941 TEST=angle_unittests Change-Id: I8da20c943b29c9ce904834625b396aab6302e1e1 Reviewed-on: https://chromium-review.googlesource.com/605059 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Jiajia Qin 9b11ea4f 2017-07-11T16:50:08 Gather UniformBlock and ShaderStorageBlock separately Refactor InterfaceBlocks since it only stands for UniformBlock before ES31. But for ES31, uniform block and shader storage block both belong to interface block. This CL will add GetUniformBlocks and GetShaderStorageBlocks in ShaderLang.h. Meanwhile, keep GetInterfaceBlocks which can return all the interface blocks together. BUG=angleproject:1951 Change-Id: I3036e201aadfbd490575ed03538c81bcc3793ff3 Reviewed-on: https://chromium-review.googlesource.com/582546 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
jchen10 4cdac9eb 2017-05-08T11:01:20 ES31: Add atomic counter for GLSL parsing This makes shader compiler support the new basic type 'atomic_uint' and validate its layout qualifiers properly. BUG=angleproject:1729 TEST=angle_unittests:AtomicCounterTest angle_deqp_gles31_tests:dEQP-GLES31.functional.atomic_counter.layout.invalid* angle_deqp_gles31_tests:dEQP-GLES31.functional.debug.negative_coverage.*.atomic* Change-Id: Ia237eadf6ea72314f436a0abbb93a05598e71eba Reviewed-on: https://chromium-review.googlesource.com/500088 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 af713a24 2017-04-19T09:10:56 ES31: Implement binding layout for uniform blocks The binding point of uniform blocks can be specified in shaders with this CL. See spec ESSL 3.10, section 4.4.4, page 58 for more info. dEQP-GLES31.functional.ubo.* still can't completely pass as the missing of arrays-of-arrays feature. Neither can dEQP-GLES31.functional.layout_binding.ubo.* due to the incomplete implementation of program interface APIs. TEST=angle_end2end_tests:UniformBufferTest BUG=angleproject:1442 Change-Id: If95d468fc109834a132b9b817730d3fdc3a615da Reviewed-on: https://chromium-review.googlesource.com/483848 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 6ca2b65c 2017-02-19T18:05:10 Implement location layout qualifier for uniforms This is a complete implementation of the uniform location layout qualifier. Uniform location set in the shader is plumbed to shader linking, which does several link-time checks for conflicts and recursively applies the location to struct members. Validate that location is consistent as specified in the table in section 9.2.1 of the ESSL 3.10.4 spec. The location set in the shader overrides the one set via the CHROMIUM_bind_uniform_location API. Location conflicts must be checked even if the uniforms are not statically used. Because of this unused uniforms are now recorded during uniform linking. After linking checks are done, unused uniforms are pruned from the program state. Location is validated against the maximum number of uniform locations at compile time as specified in section 4.4.3 of the ESSL 3.10.4 spec. All dEQP uniform location tests don't yet pass due to unrelated bugs. BUG=angleproject:1442 TEST=angle_end2end_tests, dEQP-GLES31.functional.uniform_location.* Change-Id: I1f968e971f521fbc804b01e1a7c2b4d14f24d20f Reviewed-on: https://chromium-review.googlesource.com/447942 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 547cbd46 2017-02-27T11:54:00 Validate uniform binding at link time GLSL ES Spec 3.10.4, section 4.4.5 has the rules for linking uniforms with binding layout qualifiers. If a binding layout qualifier for a uniform variable is specified in both vertex and fragment shaders, the qualifiers must match. BUG=angleproject:1893 TEST=dEQP-GLES31.functional.layout_binding.*binding_contradictory* Change-Id: I0ae6a1a8967df818be8136510c22daee848b9da7 Reviewed-on: https://chromium-review.googlesource.com/447557 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 861ebb3b 2016-11-17T16:40:22 Use ShaderVars instead of ShaderLang in headers. We only need the typed variable information in our header files. The entry point and other enum info can be encapsulated better in the cpp files that call through to the translator. The only tricky one is the compile options, which we return from our implementation - put the typedef for these in the ShaderVars header to fix this. This should partially work around the problem of shaderlang for Vulkan and ANGLE's translator (also ShaderLang) using some identifiers with the same names. BUG=angleproject:1576 Change-Id: I43c530486498c210796b9e197a6780bf2f7b3afb Reviewed-on: https://chromium-review.googlesource.com/412423 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yuly Novikov ea586549 2016-11-10T17:33:43 Cleanup after translator component removal - Unite translator with translator_lib - Remove flags and defines for shared library exports BUG=angleproject:1596 Change-Id: Icd145a4b79e2472766a2b56017bb0f36f244482e Reviewed-on: https://chromium-review.googlesource.com/410261 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Martin Radev 4c4c8e72 2016-08-04T12:25:34 Add compute program compilation and linking support Compute shaders can be now compiled and linked to create programs. Some tests are added to verify successful and unsuccessful compute shader linking. The patch also replaces std::array<int, 3> with a custom struct WorkGroupSize. BUG=angleproject:1442 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84 Reviewed-on: https://chromium-review.googlesource.com/366740 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez 84954988 2016-07-12T15:42:18 ShaderVars: add isSameInterfaceBlockFieldAtLinkTime This will be used by Chromium to check for interface blocks mismatches. BUG=621031 Change-Id: Ia6cc19e5d7b2a5c33af558d65b87885a6b72cea3 Reviewed-on: https://chromium-review.googlesource.com/359607 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 39046169 2016-02-08T15:05:17 CollectVariables: Don't include block name in field name. The spec mandates that the instance name of a block determines how the active uniform name for this field is reported. However, our handling of this was a bit bugged. We would include the proper prefix on the compiler-side, but this mangled the hashing, and was also not strictly needed. We now also expose the instance name, so we can determine the proper prefix for variable linking on the GL-side of things. This also is consistent with how we handle other spec issues, where the GL-side handles the GL-API specific functionality. This also allows us to fix name hashing of instanced uniform blocks, which was previously broken because we would hash the full name of the active uniform, instead of just the field. BUG=angleproject:1306 Change-Id: I06ace6dbc3f75fdd8129677360dcc142aa89136e Reviewed-on: https://chromium-review.googlesource.com/326681 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a0a9e12d 2015-09-02T15:54:30 translator: Add sh::OutputVariable type. This replaces the dual-use of sh::Attribute, which can be a bit confusing to people expecting a literal output variable. Currently not used in Chromium, so should be safe to land. BUG=angleproject:1146 Change-Id: I436f2bc9dc4ddc3709369cb2baa344c6b13a21a2 Reviewed-on: https://chromium-review.googlesource.com/296683 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 37ad4744 2015-04-27T13:18:50 Add support for parsing ESSL3 invariant qualifiers The parser recognizes ESSL3 invariant variable declaration syntax and marks the variables as invariant. In ESSL3, invariant out variables can be linked to non-invariant in variables, so linking checks should now be different depending on shading language version. A shading language version dependent varying matching check is added to the translator API to facilitate this. Tested by deqp/data/gles3/shaders/qualification_order.html after patching Chrome to use the new linking check API. A previous revision of this change that broke API compatibility was reverted since it broke Chromium FYI bots. This revision keeps deprecated API functionality around for now so that changes can be rolled step-by-step to Chromium without breakage. TEST=WebGL 2 conformance tests, angle_unittests BUG=angleproject:987 Change-Id: Iecb64e3afd23e267ba999bc17f44390affcdfc13 Reviewed-on: https://chromium-review.googlesource.com/269940 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 9e64edce 2015-05-07T14:08:06 Revert "Add support for parsing ESSL3 invariant qualifiers" Build breaks in GPU FYI bots. BUG=angleproject:987 This reverts commit 4008879357159c7850cf105f2ae842bc68dd3c18. Change-Id: Ia88ad302c403c65516c050eb7741316b5097bcfb Reviewed-on: https://chromium-review.googlesource.com/269847 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 40088793 2015-04-27T13:18:50 Add support for parsing ESSL3 invariant qualifiers The parser recognizes ESSL3 invariant variable declaration syntax and marks the variables as invariant. In ESSL3, invariant out variables can be linked to non-invariant in variables, so linking checks should now be different depending on shading language version. The varying matching check in the translator API is changed to be shading language version dependent to facilitate this. Tested by deqp/data/gles3/shaders/qualification_order.html after patching Chrome to use the new linking check API. TEST=WebGL 2 conformance tests, angle_unittests BUG=angleproject:987 Change-Id: I3982feff7380c4dfc647940ee03a020692dd0c59 Reviewed-on: https://chromium-review.googlesource.com/267663 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 55def583 2015-05-04T11:24:57 translator: Fix variable collection for gl_DepthRange. *re-land with Linux fixes, and fix for locations* This built-in uniform wasn't being collected in VariableInfo.cpp. Also remove the existing workaround for D3D gl_DepthRange collection. BUG=angleproject:991 BUG=478570 Change-Id: Iba84651bfc58f82fd4ce039421874f561f83c348 Reviewed-on: https://chromium-review.googlesource.com/268840 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 26e1a466 2015-05-01T19:19:19 Revert "translator: Fix variable collection for gl_DepthRange." Build errors on Linux: error: comparison of integers of different signs: 'const int' and 'const unsigned int' BUG=angleproject:991 BUG=478570 This reverts commit f1ae954b660cb058c40665b623f4d689b65180d4. Change-Id: I217aba1b32dc0e70d6153337a1f0ccef0483a0e1 Reviewed-on: https://chromium-review.googlesource.com/268792 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f1ae954b 2015-05-01T13:33:57 translator: Fix variable collection for gl_DepthRange. This built-in uniform wasn't being collected in VariableInfo.cpp. Also remove the existing workaround for D3D gl_DepthRange collection. BUG=angleproject:991 BUG=478570 Change-Id: Ie254132e37c307323ba9e6e1705d138eea67b520 Reviewed-on: https://chromium-review.googlesource.com/268524 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Jamie Madill e9cc469f 2015-02-19T16:00:13 Accept mismatching auxiliary interpolations. The ES3.1 spec, and discussion on Khronos.org, confirm that dEQP is correct in accepting mismatching centroid specifiers in shader linkage. Mismatching flat/smooth is still a link error. Fixes: shaders.linkage.varying.rules.differing_interpolation_2 Change-Id: I3016f4147e7c1b16b02371ee95866c8daf826212 Reviewed-on: https://chromium-review.googlesource.com/251205 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 0a73dd85 2014-11-19T16:18:08 Fix include guards. BUG=angle:733 Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced Reviewed-on: https://chromium-review.googlesource.com/230831 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Zhenyao Mo ed13636a 2014-10-03T13:23:01 Add type comparison, type retrieval, original name retrieval to ShaderVariable. This is needed to effectively use the new APIs to get shader variable info. BUG=angle::770 TEST=ShaderVariableTest Change-Id: Ia591eb567868ebe898f4a7449c64167ad212f59b Reviewed-on: https://chromium-review.googlesource.com/221388 Tested-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Jamie Madill a6f267f9 2014-08-27T11:44:15 Fix row-major layout tracking in interface blocks. Some block field types, such as nested structs, were bugged. This only affects our "CollectVariables" path, not our current HLSL UBO path. BUG=angle:466 Change-Id: I2b8daf58aa7ec1ad06a80d38f57e76087eacccdc Reviewed-on: https://chromium-review.googlesource.com/213503 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nicolas Capens <capn@chromium.org>
Jamie Madill 42bcf32e 2014-08-25T16:20:46 Refactor ShaderVariables to store fields in the base. Instead of only storing structure information in Varyings, Uniforms and Interface Block Fields, store it in the base class. Also only store base variable information for struct fields, instead of fully typed information. This works because stuff like interpolation type, invariance, and other properties are for the entire variable, not individual fields. Also add new fields for interface block instance name, varying invariance and structure name for all struct types. BUG=angle:466 Change-Id: If03fc071e6becb7aad6dea5093989bba7daee69e Reviewed-on: https://chromium-review.googlesource.com/213501 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nicolas Capens <capn@chromium.org>
Jamie Madill a2ad4e8a 2014-07-17T14:16:32 Export shader variables from the translator DLL. This will allow us to use these methods when compiling the translator as a DLL. BUG=angle:466,697 Change-Id: Ic9169fb7c69fe0bf5f98addfc128a30ee6b2159d Reviewed-on: https://chromium-review.googlesource.com/208752 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Jamie Madill e294bb87 2014-07-17T14:16:26 Add new shader inspection APIs. Each new entry point corresponds to one of the variable types: varyings, attributes, uniforms, output variables, and interface blocks. They return a pointer to the vector with all of the parsed variables, which then the app can copy to its own memory. Currently we do not support the staticUse field in the HLSL translator. BUG=angle:466 Change-Id: I7dc09e761ab070feef5360ad27740110c44853b3 Reviewed-on: https://chromium-review.googlesource.com/208750 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Nicolas Capens <capn@chromium.org>
Jamie Madill 13cfd276 2014-07-17T14:16:28 Move shader variables header to include folder. This allows the API to query for clear type introspection into the parsed GL types from the translator. The returned types are not expanded and have properly nested fields. This patch uses the types from ShaderVars.h to return GL type information. The app must include this header to get access to the types structs. BUG=angle:466 Change-Id: I28ad0d6f11a964804dd234ef0d00651f665d1ae3 Reviewed-on: https://chromium-review.googlesource.com/208751 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>