|
64b7c4ff
|
2018-10-19T11:38:04
|
|
Use angle::Result in front-end (Part 3)
Handles the gl::Framebuffer class and its implementation.
Bug: angleproject:2491
Change-Id: I3b9c0609e9277264ccdb370596500562df3b7d15
Reviewed-on: https://chromium-review.googlesource.com/c/1280743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
31116738
|
2018-10-09T18:30:01
|
|
Inline many more hotspots for the Texture draw test.
Bug: angleproject:2763
Change-Id: Ib8193e7ff5ee7763b92f4775fb7e9adaa51c9305
Reviewed-on: https://chromium-review.googlesource.com/c/1262738
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
|
6f755b21
|
2018-10-09T12:48:54
|
|
Use angle::Result in front-end. (Part 1)
This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.
Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4ebd8f3d
|
2018-09-20T11:12:46
|
|
Fix issues with clearing deleted attachments
Deleting an object that was acting as a framebuffer color attachment
in the current framebuffer didn't previously update all of the
framebuffer state correctly. Fix this by going through the usual
resetAttachment path when any framebuffer attachment is deleted
instead of having custom code that only updated part of the state.
Also early out from clearbuffer calls in case of a missing color
buffer - even now that the draw buffer mask is being updated correctly,
some backend code doesn't take it into account. One example is
querying attachment format when the SRGB clear for linear framebuffer
attachments workaround is active.
BUG=angleproject:2831
TEST=angle_end2end_tests
Change-Id: I1071a60dc0251946fed00e88e43a244fe59f4863
Reviewed-on: https://chromium-review.googlesource.com/1235656
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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38fe6840
|
2018-09-19T07:20:00
|
|
Remove secondary Texture rendering loop check.
This check was not used. It applied only to rendering Feedback Loops.
The behaviour is undefined in non-WebGL and for WebGL we have a
separate validation check.
Also update the feedback loop tests to ignore the current GL states.
This change is based on feedback from the OpenGL ES working group.
Bug: angleproject:2763
Bug: chromium:763695
Change-Id: I9882b4f9af2d43fc7b5604ff36dadcc79dfd378f
Reviewed-on: https://chromium-review.googlesource.com/1228373
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
b983a4b2
|
2018-08-01T11:34:51
|
|
Pass Context to Framebuffer::invalidateCompletenessCache.
This will be useful for validation state caching.
Bug: angleproject:2747
Change-Id: I0737adca7406f79b9e15429f30ae22e1299cd7e4
Reviewed-on: https://chromium-review.googlesource.com/1158611
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
b8430dd7
|
2018-08-01T15:27:18
|
|
Use FixedVector for storing textures referenced by a framebuffer.
This improves the performance of Framebuffer::hasTextureAttachment 3X.
BUG=angleproject:2188
Change-Id: I6acc7f4440fe0232438182274d7bba6075530f38
Reviewed-on: https://chromium-review.googlesource.com/1159171
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
cc73f241
|
2018-08-01T11:34:48
|
|
Micro-optimize some validation checks.
Prepares for caching hasMappedBuffer. Also inclines several checks for
faster speed.
Bug: angleproject:2746
Change-Id: I74f9408d7b41e245c3f58d367dd2cc8fbace4a7a
Reviewed-on: https://chromium-review.googlesource.com/1150762
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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a11819de
|
2018-07-30T10:26:01
|
|
Context: Use Observer pattern for container objects.
Container objects in this case are the Vertex Array and Read and Draw
Framebuffers. Instead of using a mutable dirty bit state with a const
function to notify of dirty bits we can use the Observer/Subject
pattern. This more cleanly allows us to do cache updates.
Bug: angleproject:1391
Change-Id: I88f863894ec3efa00322038f323a84850166107d
Reviewed-on: https://chromium-review.googlesource.com/1153399
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8acb1b61
|
2018-07-30T16:20:54
|
|
Allow reads from a multiview framebuffer with one view
It's safe to read from a multiview framebuffer if it is layered and
has just one view. The native OVR_multiview spec supports this as
well.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I04e1364390574075f7e06e39a64e3bf05a539a05
Reviewed-on: https://chromium-review.googlesource.com/1156509
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
bf6dc379
|
2018-06-28T15:24:19
|
|
Vulkan: Flip viewport on y for the backbuffer only
- Hide the implementation behind a feature flag, currently
disabled permanently as I'm working on fixing the different
failures.
- SimpleOperationTest.* passing
Bug: angleproject:2673
Change-Id: Ic86520c3cc478d62bebbaeaf4c6b33c439a67b0f
Reviewed-on: https://chromium-review.googlesource.com/1119089
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5bdf8bd1
|
2018-06-20T09:51:37
|
|
Vulkan: enable the rest of dEQP tests in fbo.render.*
Vulkan does not support separate depth and stencil attachments.
Adding this check to checkStatus skips the relevant tests to that.
There was also a bug in FramebufferVk::clear where we were not
checking the number of bits for depth/stencil attachments before
setting the aspects for clearing.
Bug: angleproject:2597
Change-Id: Iabe9f77a51fc7aca08b8faf3cecc3df9f99a7f1e
Reviewed-on: https://chromium-review.googlesource.com/1107847
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
bf7b95db
|
2018-05-01T16:48:21
|
|
Create a default framebuffer per surface/context pair on MakeCurrent.
Sharing a gl::Framebuffer object between multiple contexts causes problems if
contexts are not virtualized because the native framebuffer objects are not
shared between these contexts. The FramebufferImpl created should be the glue
that binds a specific context to a specific surface.
Update the SurfaceImpl implementations to re-create the framebuffer
object before passing it to FramebufferGL. No backing resources will be
re-created.
BUG=angleproject:2464
Change-Id: Id0b13a221c22b71517b25cb5b1ef2392ad2ecdd6
Reviewed-on: https://chromium-review.googlesource.com/1039985
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2274b652
|
2018-05-31T10:56:08
|
|
StateManager11: Cache impl objects.
Also requires putting the Framebuffer ID in the shared state object.
Bug: angleproject:2575
Change-Id: I68e3af839a85798e01050560a67624a165d3ed2c
Reviewed-on: https://chromium-review.googlesource.com/1067119
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
b1e91380
|
2018-05-17T14:33:55
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|
ES31: Implement EXT_geometry_shader framebuffer default layers on OpenGL
This patch implements FRAMEBUFFER_DEFAULT_LAYERS_EXT as a legal framebuffer
parameter required in OpenGL ES 3.1 extension EXT_geometry_shader on OpenGL
back-ends.
The query on FRAMEBUFFER_DEFAULT_LAYERS_EXT specifies the layer count used
when the framebuffer has no attachments.
BUG=angleproject:1941
TEST=dEQP-GLES31.functional.geometry_shading.query.framebuffer_default_layers
Change-Id: I888465dfe23da53541ec2fedb8616027df532466
Reviewed-on: https://chromium-review.googlesource.com/1063560
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
ce07f967
|
2018-05-09T11:27:06
|
|
Merge the Framebuffer onDestroy and onDestroyDefault methods.
Pass the proxy context to the onDestroyDefault call.
BUG=angleproject:2464
Change-Id: I47f869d623e238ca3680c962387ba9359e7d3844
Reviewed-on: https://chromium-review.googlesource.com/1052220
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
13455079
|
2018-05-09T11:24:43
|
|
Pass a context pointer to Framebuffer[Impl]::getSamplePosition
BUG=angleproject:2464
Change-Id: Icd260db9bbd11699b2d0f6152e898c38baa4844d
Reviewed-on: https://chromium-review.googlesource.com/1052219
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
427064d2
|
2018-04-13T16:20:34
|
|
Fix perf regression with checkStatus.
Returning an Error was costing us performance in extra
error checks. This intead uses the Context to process the
Error immediately, and returns a value from isComplete and
checkStatus.
Improves performance in draw call validation.
Bug: chromium:822235
Change-Id: I0793fc690e86137425fed593d45083e40aee8db9
Reviewed-on: https://chromium-review.googlesource.com/1011370
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
cc129377
|
2018-04-12T09:13:18
|
|
ImageIndex: Consolidate layer/cube face.
In terms of the Texture or Image resource, a cube face
refers to a layer of a 2D texture. This layer has a special
meaning for cube textures, but it is represented as a layer
with a layer index. Cube array textures are no different,
they just use a different indexing scheme for the array
layers.
This also cleans up the ImageIndex helper to have a class
structure with private data, and cleans up a few cases to
use generic Make functions and iterators where they were
setting properties of the index directly.
This will make it easier to have ImageIndexes address
entire levels of a Cube map in the future, and makes the
layer count logic in Vulkan cleaner.
Bug: angleproject:2318
Change-Id: Iea9842e233f974a9896282ca224cb001f7882bd1
Reviewed-on: https://chromium-review.googlesource.com/987525
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
690c8eb7
|
2018-03-12T15:20:03
|
|
Framebuffer: syncState before internal format query.
Since querying the internal format of an attachment might need ot look
at the RenderTarget for some back-ends, or otherwise flush attachment
changes, we should call syncState internally. This means that we can't
mark these queries as const.
Bug: angleproject:2372
Change-Id: I9bfb43a472bcd7dfdd6ea7fab4751d494e1126bb
Reviewed-on: https://chromium-review.googlesource.com/948784
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e98b1b5d
|
2018-03-08T09:47:23
|
|
Framebuffer: Handle errors in checkStatus.
This pipes a lot more errors around in the Validation, where
they now will be caught.
Bug: angleproject:2372
Change-Id: Ibb4e47ddc932995a02dd92e10578b7a4097182a9
Reviewed-on: https://chromium-review.googlesource.com/954406
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5b772312
|
2018-03-08T20:28:32
|
|
Nuke ValidationContext.
This pattern never really took off. It was intended to be used to
unit-test our Validation logic, but it become so complex because
of interactions with Framebuffer::syncState that we could never
really make use of it.
Nuke it entirely and simplify the Context class.
Bug: angleproject:2372
Change-Id: I40b9d46ce7706511a210da496ee19192cf609366
Reviewed-on: https://chromium-review.googlesource.com/954291
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d4fff506
|
2017-09-22T11:28:28
|
|
Reorder state synchronization for resource init.
Some backends may change state while initializing resources. Make sure
that all resources are initialized before synchronizing the backend
state for the given operation.
BUG=angleproject:2107
Change-Id: Ie75ac3eee986e41dfe3dd11a94a706e19df7497e
Reviewed-on: https://chromium-review.googlesource.com/678481
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
19fa1c6f
|
2018-03-08T09:47:21
|
|
Return an Error from Framebuffer::syncState.
This pipes errors up from the Impl to the top level. There are
still a few places were error swallowing is needed, because the
Framebuffer API doesn't support returning an error.
Bug: angleproject:2372
Change-Id: Idc06bda1817fd28075940f69874d8b6ba69194f9
Reviewed-on: https://chromium-review.googlesource.com/954290
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
66546be2
|
2018-03-08T09:47:20
|
|
Vulkan: Use RenderTargetCache in FramebufferVk.
The RenderTargetCache avoids many multiple calls to getRenderTarget,
and should speed up the code somewhat on state changes. Also as a
side benefit removes a bunch of swallowed ANGLE errors.
Bug: angleproject:2372
Change-Id: I072481856aae8607f17a116e25c71acf04b4cc68
Reviewed-on: https://chromium-review.googlesource.com/948785
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6f683089
|
2018-02-28T00:35:16
|
|
Rename signal utils to Observer.
This completes the basic refactor to the Observer pattern.
Bug: angleproject:2372
Change-Id: I810deff7c7e39baa64b57ce2a79cd732b1af7c34
Reviewed-on: https://chromium-review.googlesource.com/940862
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
888081d5
|
2018-02-27T00:24:46
|
|
D3D11: Refactor dependent Framebuffer state changes.
Previously, when a state change would cause a Texture to
recreate its storage specific to D3D11, we would use a
dependent notification from RenderTarget11 to Framebuffer11
to re-check internal dirty bits. In this new method, we
instead set dirty bits on the gl::Frambuffer directly. This
also means we use fewer internal objects for these
notifications, because we share the same structures between
the D3D11 back-end notifications and the top-level notifications
we use for Robust init and Framebuffer completeness.
This also allows us to get rid of one "if" that we check on
every draw call in D3D11.
This also introduces a dirty bits guard concept - a shadow
set of dirty bits that is checked in dependent state changes
to ensure that extra bits aren't set inside syncState.
This also implements Framebuffer dirty bits for the D3D9
back-end. This has the side effect of cleaning up the
"null colorbuffer" D3D9 workaround.
Bug: angleproject:2372
Change-Id: Ie346d39030f4f6df583d735685b0babea4e745a8
Reviewed-on: https://chromium-review.googlesource.com/936691
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d444255a
|
2018-02-27T22:03:47
|
|
Refactor signal utils into Observer pattern.
These types were over-generalized. All use cases featured
arrays of resources attached to single parent resources. The
channel ID is sufficient to identify the child resource in the
parent, and having variadic template arguments wasn't necessary.
Futhermore we can rename these types to use the common Observer
pattern. This should make them more readable to new developers.
Also update some classes to inherit from Subject instead of
having a member Subject. This cleans up the code in a few places.
This should lead to a simpler refactor to allow dependent dirty
bits notifications in the Vulkan back-end.
In the following patch the signal_utils files will be renamed. They
are not renamed in this patch to ensure git history is preserved.
Bug: angleproject:2372
Change-Id: I17a3f2c8d92afd4bb3cba2d378c3a2e8a6d7fb11
Reviewed-on: https://chromium-review.googlesource.com/936690
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c405ae71
|
2017-12-06T14:15:03
|
|
Optimize Vertex Shader Attribute Type Validition
Improves ValidateVertexShaderAttributeTypeMatch by storing vertex
attributes types into masks for quick comparisons when needed. This shows
2% improvement to glDrawElements for the aquarium workload.
BUG=angleproject:2202
Change-Id: I87fa3d30c3d8cdba6dfd936cd1a41fd27b1c6b77
Reviewed-on: https://chromium-review.googlesource.com/814795
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5f19810d
|
2017-12-12T14:21:39
|
|
WebGLCompat: Fix depth & stencil query results.
getFramebufferAttachmentParameter returns incorrect
result for framebuffers in an inconsistent state.
BUG=angleproject:2281
Change-Id: Ifb83ecaf16c95bf1237b2c4f2684de6aa2d55c46
Reviewed-on: https://chromium-review.googlesource.com/823224
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2eeb1b34
|
2017-11-29T16:06:43
|
|
WebGLCompat: Fix depthstencil query results.
getFramebufferAttachmentParameter returns incorrect
result for framebuffers in an inconsistent state.
BUG=angleproject:2259
Change-Id: I76fa99f1b8847c30469d344bd93dedd9cf6657bf
Reviewed-on: https://chromium-review.googlesource.com/798318
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
76746f9b
|
2017-11-22T11:44:41
|
|
Optimize Fragment Shader Type Match Validation
Improves ValidateFragmentShaderColorBufferTypeMatch by storing input and
output types into a bitmask for quick comparison when validation is
needed. This shows a 2% improvement to glDrawElements for the aquarium
workload.
BUG=angleproject:2203
Change-Id: Iade2ecf28383164e370b48442f01fba6c0962fba
Reviewed-on: https://chromium-review.googlesource.com/775019
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1f679cc6
|
2017-11-29T18:06:00
|
|
Code refactoring for angle::BitSet and EXPECT_GL_TRUE/FALSE.
This change refactors two style issues to make it be consistent.
1) This CL uses "using" to replace "typedef" for all angle::BitSet<...>.
2) This CL uses EXPECT_GL_TRUE/FALSE to replace EXPECT_EQ for bool comparison.
BUG=angleproject:2005
Change-Id: I4afad92313ea2457bbfedf80f917a5873d7f29ee
Reviewed-on: https://chromium-review.googlesource.com/795871
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
92019431
|
2017-11-20T13:09:34
|
|
Make conversion from GL types to native bools consistant.
Some places would compare with "== GL_TRUE" and others with "!= GL_FALSE".
This behaviour is not in the OpenGL spec but "!= GL_FALSE" is the most
standard and follows the same rules as C and C++.
Remove un-necessary validation that params are either GL_TRUE or
GL_FALSE.
Update some internal storage from GLboolean to bool.
BUG=angleproject:2258
Change-Id: I12adbe2d24318a206521ca6ad1099ee7e2bf677e
Reviewed-on: https://chromium-review.googlesource.com/779799
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
42975644
|
2017-10-12T12:31:51
|
|
Move incomplete texture logic to shared helper.
The incomplete texture handling is similar between the D3D and Vulkan
back-ends. We create 1x1 textures, initialize them to black, and bind
them when we detect incomplete textures. We would also bind incomplete
textures when we detect feedback loops. In the GL back-end, we
wouldn't detect feedback loops, and would allow the driver to handle
incompleteness.
Instead implement this in a shared helper class, and do the feedback
loop detection in the front-end for every back-end. This makes our
behaviour more consistent between back-ends, and prevents undefined
behaviour.
Because initializing multisample textures is tricky (they
can't be updated with TexImage calls) we do a bit of a workaround so
the back-end can clear the incomplete multisample texture initially.
This progresses the initial Vulkan textures implementation.
BUG=angleproject:2167
Change-Id: I79ddcc0711fcc986f2578a52ac6f701231d241ac
Reviewed-on: https://chromium-review.googlesource.com/700993
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
05b35b21
|
2017-10-03T09:01:44
|
|
D3D11: Lazy robust resource init.
This patch moves the robust resource init logic to the GL front-end.
Instead of initializing texture resources immediately on creation in
D3D11, it defers the clear until before a draw call in some cases, or
skips the update if we can determine if a texture (or other resource)
has been fully initialized.
Currently lazy init is only implemented for Textures, Renderbuffers,
and Surfaces.
Various places where lazy resource init is triggered:
* Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
* Texture operations (SubImage, GenerateMipmap, CopyTexImage)
Some efficiency gains remain to be implemented, such as when a
SubImage call fills the entire object. Similarly for Blit, and a few
other operations. In these cases we can skip lazy init as an
optimization. Edge cases with EGLImage are mostly untested.
BUG=angleproject:2107
Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
Reviewed-on: https://chromium-review.googlesource.com/576058
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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|
81c2e253
|
2017-09-09T23:32:46
|
|
Add top-level dirty bits for texture and samplers.
These will have to be fleshed out in the back-ends.
Also currently uses a single bit for all the bindings, and we can
extend this to more fine-grained updates in the future.
This patch implements top-level updates for texture completeness.
Sampler completeness caches are removed from the Texture class, and
replaced by a cache in the gl::State class. The State class also
keeps a channel binding to the bound textures so it can be notified
when textures might change from complete <-> incomplete.
In future CLs we skip updating back-ends if texture state doesn't
change.
BUG=angleproject:1387
Change-Id: If580b4851303c86f3240e62891f5f6047eefb6a2
Reviewed-on: https://chromium-review.googlesource.com/648053
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8693bdb8
|
2017-09-02T15:32:14
|
|
Add a few missing dirty bit cases.
Discovered some of these while investigating Texture dirty bits.
BUG=angleproject:1387
Change-Id: I8b170462bfd283e4b0f9d47b7f7ddbaa7957914d
Reviewed-on: https://chromium-review.googlesource.com/648051
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4e619f58
|
2017-08-09T11:50:06
|
|
Add branch for viewport or layer selection in VS
The patch extends the behavior of
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER so that either the viewport
or layer is selected based on the value of the internal uniform variable
MultiviewRenderPath.
BUG=angleproject:2062
TEST=angle_end2end_tests
TEST=angle_unittests
Change-Id: Ia311b12b1fed642dac78eba8732e2535242f34fd
Reviewed-on: https://chromium-review.googlesource.com/615260
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
5c00d0db
|
2017-08-07T10:06:59
|
|
D3D11: Handle Clear* commands for side-by-side framebuffers
The patch modifies Clear11 to add support for clearing the color, depth
and stencil attachments to a side-by-side framebuffer:
- Color attachments are cleared through the command ClearView.
- Depth and stencil attachments are cleared by drawing a quad on top of
each view.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I5753a72222216a48cd954eb1219bc58f968735fc
Reviewed-on: https://chromium-review.googlesource.com/603853
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
82ef774b
|
2017-08-08T17:44:58
|
|
Save layered multiview end-point's arguments into attachment's state
Handle glFramebufferTextureMultiviewLayeredANGLE calls by saving the
arguments into the attachment's state.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I9d7c0e00fe9e917ad2f9d903a39f30b2546dc7a3
Reviewed-on: https://chromium-review.googlesource.com/609960
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
878c8b1e
|
2017-07-28T09:51:04
|
|
Handle viewport and scissor state changes for side-by-side framebuffers
Side-by-side framebuffers have viewport offsets as part of their state
which have to be applied to the viewport and scissor rectangles to
generate the final viewport and scissor rectangles of each view.
Whenever there is a transition to or from a side-by-side framebuffer,
viewport and scissor state has to be synced. Also, because rendering is
done on the same 2D texture the scissor test has to be always enabled to
guarantee that no fragments leak to a neighboring view.
The patch addresses this by extending the viewport and scissor state
in StateManagerGL to be a vector of rectangles instead of a single
rectangle. Two new dirty bits are added to cover changes in the viewport
offsets and whether the framebuffer has a side-by-side layout.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I8107d7ba97d06b20cf24358f19963fa494844592
Reviewed-on: https://chromium-review.googlesource.com/585012
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a3ed4576
|
2017-07-27T18:29:37
|
|
Disallow glBlitFramebuffer for multi-view framebuffers
According to the ANGLE_multiview spec, glBlitFramebuffer must
generate an INVALID_FRAMEBUFFER_OPERATION error if either the active read
framebuffer, or active draw framebuffer has a multi-view layout.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I885bdc970c9606cfad882f31759f5780c65d15e5
Reviewed-on: https://chromium-review.googlesource.com/590237
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
14a26aea
|
2017-07-24T15:56:29
|
|
Disallow indirect draw calls for multi-view framebuffers
According to the ANGLE_multiview spec indirect draw calls
must generate an INVALID_OPERATION error if the number of
views in the active draw framebuffer is greater than 1.
The patch addresses this by extending the indirect draw call
validation.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ic30ef9a0eabba454aeea6176df1be8bd2ccd9783
Reviewed-on: https://chromium-review.googlesource.com/583027
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Martin Radev <mradev@nvidia.com>
|
|
5dae57b0
|
2017-07-14T16:15:55
|
|
Save side-by-side function arguments into attachment's state
Handle glFramebufferTextureMultiviewSideBySideANGLE calls by saving the
arguments into the attachment's state.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Idc5441d673b48640f47415b07b2854fbdf566c8d
Reviewed-on: https://chromium-review.googlesource.com/574915
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
6dd06eac
|
2017-07-19T13:47:55
|
|
Give StateManager11 internal dirty bits.
Intead of checking a series of bools and special variables, organize
the state application into a switch with internal dirty bits. This
should be faster for no-op, and makes it clear where we have to
further optimize the state update to pre-compute certain values.
BUG=angleproject:1156
Change-Id: I8eca8716340499085afa170ff45f7788e84fecab
Reviewed-on: https://chromium-review.googlesource.com/531794
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9c335865
|
2017-07-18T11:51:38
|
|
Refactor StateManager11 for dirty bits.
This will make iterating over an internal set of dirty bits simpler.
This also reorganizes the framebuffer invalidation logic a bit,
including how the sample count is pulled from the Framebuffer.
BUG=angleproject:1156
Change-Id: I79dbcd11704ab52568c587d836af9c1bff1d2d1f
Reviewed-on: https://chromium-review.googlesource.com/529708
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
4928b7ca
|
2017-06-20T12:57:39
|
|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
e7557744
|
2017-06-01T13:09:57
|
|
WebGL compatibility: remove UB for draw buffers in the GL backend.
WebGL adds two rules:
- Fragment outputs declared but not written to should default to black.
- FBO attachments for outputs not declared in the shader should not be
written to (it is UB in OpenGL ES).
Fix the first one by using the SH_INIT_OUTPUT_VARIABLES compiler
options, and the second one by messing with glDrawBuffers so that the
enabled draw buffers are always a subset of the ones declared by the
shader.
BUG=angleproject:2048
Change-Id: I1d851c190959c1acfc3e41d837e6990aec1d4086
Reviewed-on: https://chromium-review.googlesource.com/521682
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c564c070
|
2017-06-01T12:45:42
|
|
Pass gl::Context to impl methods instead of ContextImpl.
In some cases we might have to call back into the GL layer, passing
the Context, and if we just have a ContextImpl pointer this isn't
possible. It also removes the need for SafeGetImpl.
BUG=angleproject:2044
Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6
Reviewed-on: https://chromium-review.googlesource.com/516835
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e0cff190
|
2017-05-30T13:04:56
|
|
Validate that fragment shader output matches the draw buffer type.
TEST=conformance2/rendering/fs-color-type-mismatch-color-buffer-type
BUG=angleproject:1688
Change-Id: I17848baf40b6d32b5adc1458fe2369b850164da3
Reviewed-on: https://chromium-review.googlesource.com/518246
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
231c7f56
|
2017-04-26T13:45:37
|
|
Apply clang-format to many files.
This cleans up the formatting in many places.
BUG=None
Change-Id: I6c6652ebc042f1f0ffecced53582d09d66b4f384
Reviewed-on: https://chromium-review.googlesource.com/487884
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
876429b7
|
2017-04-20T15:46:24
|
|
Update gl2.h and update entry points.
Some method signatures were updated. Types like GLclampf and GLvoid
were replaced with other equivalents.
BUG=angleproject:1309
Change-Id: I05e8e2072c5a063d87ad96a855b907424661e680
Reviewed-on: https://chromium-review.googlesource.com/475011
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
25e297e9
|
2017-04-20T17:01:20
|
|
D3D11: Alias dirty buffer channel bindings.
The types for this were a bit disorganized. Clean this up.
BUG=angleproject:1635
Change-Id: I669d347697e0c7c5b06ed7165fa0997c375e876e
Reviewed-on: https://chromium-review.googlesource.com/483315
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6de51858
|
2017-04-12T09:53:01
|
|
Optimize angle::BitSetIterator.
Adds a new custom bitset template to handle packing as many bits as
possible into a single variable. Intelligently select the right class
depending on platform features and bit sizes.
For now, always use a packed 64-bit set on 64-bit, instead of using
a 32-bit set for smaller bitsets.
BUG=angleproject:1814
Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b
Reviewed-on: https://chromium-review.googlesource.com/471827
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b8126691
|
2017-04-05T11:22:17
|
|
Framebuffer: Add an update attachment helper function.
This will allow us to set that certain attachments need to be
initialized in a single place.
BUG=angleproject:1635
Change-Id: I98c10206ef27670847969c726a8620c4d26400d6
Reviewed-on: https://chromium-review.googlesource.com/469150
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1e5499db
|
2017-04-05T11:22:16
|
|
Refactor Signal utils into template classes.
This will allow us to pass on extra information to the receiving end,
such as the specific texture levels that are dirty.
BUG=angleproject:1635
Change-Id: Idb7ca1d625499e50e7712c458b694f6e9bfc0595
Reviewed-on: https://chromium-review.googlesource.com/453382
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9aded17c
|
2017-04-05T11:07:56
|
|
Invalidate completeness caches when enabling extensions.
Enabling extensions can cause framebuffers and textures to go from
incomplete to complete.
No functional changes from the API surface.
BUG=angleproject:1523
BUG=angleproject:1958
Change-Id: Iff686e1c292f6cf4921d6fffd7eb98bedaba828b
Reviewed-on: https://chromium-review.googlesource.com/468410
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
dd43e6cd
|
2017-03-24T14:18:49
|
|
Pass Context to VertexArray and Framebuffer syncstate.
This will enable more Vulkan-friendly idioms like clearing the
vulkan pipeline caches correctly on GL state changes immediately
because we have access to the ContextVk.
BUG=angleproject:1898
Change-Id: I16c848d8abdde8e26a38d384e565cec8548a66d0
Reviewed-on: https://chromium-review.googlesource.com/459079
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a02315b0
|
2017-02-23T14:14:47
|
|
WebGL Compat: Add DEPTH_STENCIL attachments.
This is a special WebGL 1 binding point, that does not correspond to
any native functionality. Due to particularities in validation we
need to represent this with additional state in the Framebuffer.
WebGL 2 fixes this oddity by resolving to the GLES 3 native spec.
In order to pass the WebGL framebuffer objects test, we will also
need a chromium-side CL to work with the additional state tracking
it does in the blink layer, and an additional patch to ANGLE to
clear the depth buffer before the first use (robust resource init).
BUG=angleproject:1708
Change-Id: I111f8f5a451cce7de6cf281a6bc335b92dd2daf2
Reviewed-on: https://chromium-review.googlesource.com/444095
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6f60d05f
|
2017-02-22T15:20:11
|
|
Make Framebuffer backbuffer constructor take Surface.
This allows the Framebuffer to initialize all the attachment info
internally. This in turn will allow us to clean up the way we
validate WebGL1 depth/stencil attachments.
BUG=angleproject:1708
Change-Id: I8871a9791dfce0ac806f4e1367a521610e5283ae
Reviewed-on: https://chromium-review.googlesource.com/446130
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f7bbc8a3
|
2016-11-16T09:57:22
|
|
ES3.1: Implement framebuffer parameters api for opengl part.
Add new framebuffer parameters that can be set with glFramebufferParameteri
and queried with glGetFramebufferParameteriv.
GL_FRAMEBUFFER DEFAULT WIDTH
GL_FRAMEBUFFER_DEFAULT_HEIGHT
GL_FRAMEBUFFER_DEFAULT_SAMPLES
GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS
BUG=angleproject:1594
TEST=angle_unittests
TEST=angle_end2end_tests
TEST=dEQP-GLES31.functional.state_query.framebuffer_default.framebuffer_default*
Change-Id: I425e73a6b798fc7c73841ab98d7c8aabc381133d
Reviewed-on: https://chromium-review.googlesource.com/412126
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
6c1f671b
|
2017-02-14T19:08:04
|
|
Add destroy hooks for several GL objects.
These hooks allow the back-end renderer to free object resources
without having to store pointers to shared device handles for
each and every object. This will allow us to save memory on
back-ends that really care about memory overhead.
There is a downside in that there is more boilerplate in passing
gl::Context handles around everywhere.
BUG=angleproject:1684
Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7
Reviewed-on: https://chromium-review.googlesource.com/426401
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
fd3dd436
|
2017-02-02T19:59:59
|
|
WebGL: Add 3D tex copying feedback loop detection.
When copying to and from the same texture, we need to reject only
the feedback loops formed with the same levels of the texture -
copying between different unrelated layers and levels is fine.
This change also fixes a couple bugs in our D3D11 CopyTexSubImage3D
implementation. We were missing some "!" operators, and we actually
would hit an ASSERT when trying to blit from a level of a 3D texture.
BUG=angleproject:1685
Change-Id: Id715bebafe8336cf8bb95d0d06275a8b95e522e1
Reviewed-on: https://chromium-review.googlesource.com/425494
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ccab69d6
|
2017-01-27T16:57:15
|
|
Implement GL_OES_surfaceless_context
BUG=angleproject:1651
Change-Id: I733ccedad7c7424cdb70e21ef8d48b2a15ccdfd7
Reviewed-on: https://chromium-review.googlesource.com/434762
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
bddc46b4
|
2016-12-09T09:50:51
|
|
ES31: Implement multisampled Textures.
Implement TexStorage2DMultisample and getMultisamplefv entry point.
Also modify sample state for Textures and Framebuffers.
BUG=angleproject:1590
TEST=angle_unittests
TEST=angle_end2end_tests
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_color_2d
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_depth_2d
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_tex
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_rbo
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_non_zero_level
TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_high_sample_count
TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_zero_sample_count
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_1_texture_2d
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_4_texture_2d
Change-Id: I8fa7bd4e73b95745858a3e16b1b92004b4a18712
Reviewed-on: https://chromium-review.googlesource.com/414309
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
7b57b9d7
|
2017-01-13T09:33:38
|
|
Vulkan: Implement basic Clear and ReadPixels.
This enables the simple operations clear test on Vulkan. The current
implementation is very synchronous - it will block and finish the
current command buffer if there is any possibility of a race.
BUG=angleproject:1319
Change-Id: If01fe9a19ed6f539639a38786193d3626164cada
Reviewed-on: https://chromium-review.googlesource.com/367754
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
f695a3a1
|
2017-01-11T17:36:35
|
|
WebGL: Validate texture copying feedback loops.
This adds basic validation for catching CopyTex{Sub}Image calls
whose source and destination textures overlap. It does not yet
implement full support for ES3 types (3D textures, array textures).
BUG=angleproject:1685
Change-Id: I83e7b1998df5575057fed8f99f7ee9970fb38df0
Reviewed-on: https://chromium-review.googlesource.com/425491
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a4595b80
|
2017-01-11T17:36:34
|
|
WebGL: Validate simple rendering feedback loops.
This adds the most basic form of rendering feedback loop detection:
when we're rendering to a texture that's also bound as an input. It
doesn't filter by selected mipmap level or 3D texture slice, or
do depth attachment validation. It also is missing checks for feedback
loops against the default Framebuffer.
BUG=angleproject:1685
Change-Id: Idb0ee2bfe1c35611544d132204c0da832c0f1c48
Reviewed-on: https://chromium-review.googlesource.com/425489
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
b1d0a255
|
2016-12-19T16:15:54
|
|
WebGL compatibility: add stencil mask and ref restriction
BUG=angleproject:1523
BUG=chromium:668223
Change-Id: I0726769c938fdfd50af0fad1cef1746d4af2a589
Reviewed-on: https://chromium-review.googlesource.com/422084
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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b21e20da
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2016-07-19T15:35:41
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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>
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4b7f12b2
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2016-06-21T16:47:07
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FramebufferD3D: Only make sure that enabled attachments are not the same.
It's acceptable to have the same object attached to muliple framebuffer
attachments if they are not being drawn to.
This was triggering failures in the conformance2/state/gl-object-get-calls.html
test.
BUG=483282
Change-Id: If088ccd9b1189f060dfa33ebbe4d82f1f47559b0
Reviewed-on: https://chromium-review.googlesource.com/354570
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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362876b1
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2016-06-16T14:46:59
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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>
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51f40ecd
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2016-06-15T14:06:00
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Make Framebuffer::checkStatus non-const.
BUG=angleproject:1388
Change-Id: Ia9befba0c915c087f2fe0557d91060256f6d4950
Reviewed-on: https://chromium-review.googlesource.com/348955
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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dfde6abf
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2016-06-09T07:07:18
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Context: Remove mutable gl::State getter.
This will preserve layering - the API layer doesn't mutate the state
directly, it passes the API call through to the Context. Is also
removes the possiblity of any shenanigans of the Validation layer
changing the GL state.
Also, this CL refactors a few validation entry points to take
ValidationContext instead of Context. ValidationContext will be the
correct way to interact with the gl::Context in the Validation code.
Finally, additional refactorings make ContextState a proper class with
private data. This allows the ContextState itself to keep a mutable
pointer to the gl::State, so ValidationContext can modify it if
necessary (and it will be necessary for Framebuffer completeness
caching).
BUG=angleproject:1388
Change-Id: I86ab3561573caa9535c8d1b8aad4ab3d0e7cd470
Reviewed-on: https://chromium-review.googlesource.com/348954
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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7aea7e05
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2016-05-10T10:39:45
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Add EGLImplFactory.
Also rename ImplFactory to GLImplFactory.
This will allow us to use the same factory design pattern for EGL
objects, and to use State helper classes to share data with Impls.
BUG=angleproject:1363
BUG=angleproject:1369
Change-Id: I07a8fe40838d5d4ca32b04910c306edeab4d25a7
Reviewed-on: https://chromium-review.googlesource.com/342051
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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8415b5fd
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2016-04-26T13:41:39
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Pass ContextImpl to Framebuffer methods instead of ContextState.
BUG=angleproject:1363
Change-Id: I7e7524d95f2ca31c35918f9fe5c0cb681ed93616
Reviewed-on: https://chromium-review.googlesource.com/340746
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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48ef11b2
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2016-04-27T15:21:52
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Rename gl::Framebuffer::Data to gl::FramebufferState.
Moving this out of the Framebuffer class allows us to forward-
declare it.
BUG=angleproject:1363
Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112
Reviewed-on: https://chromium-review.googlesource.com/340741
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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9082b982
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2016-04-27T15:21:51
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Rename gl::Data to gl::ContextState.
Part of the new world order of renaming the Obj::Data classes to ObjState.
BUG=angleproject:1363
Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e
Reviewed-on: https://chromium-review.googlesource.com/340740
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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1fbc59fe
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2016-02-24T15:25:51
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D3D11: Enable dirty bits for Framebuffer11.
This patch works using a notification scheme - whenever a Texture or
Renderbuffer changes in such a way as to recreate its RenderTarget, we
pass a signal to the Framebuffer to invalidate some internal state.
Everything is entirely tracked in the Renderer11 layer, and the GL
layer is left untouched.
A RenderTarget11 now tracks points to which it is bound, and the
Framebuffer11 is mostly responsible for managing those links.
The three locations where we notify a Framebuffer when its bound
RenderTargets might be dirty are:
1) RenderTarget11::~RenderTarget
2) EGLImageD3D::copyToLocalRendertarget
3) TextureStorage11_2D::useLevelZeroWorkaroundTexture
This patch gives about a 10% score increase in the D3D11 draw call
benchmark on my system.
BUG=angleproject:1260
Change-Id: Ide38aeadff4a2681bf5bd685e8ca3c9e2612a380
Reviewed-on: https://chromium-review.googlesource.com/327255
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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a15472a3
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2015-08-11T11:48:03
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Fix bugs with drawbuffer state.
* IsAttachmentEnabled was checking the wrong draw buffer state. Instead
of checking that drawbuffer[colorAttachment] is in use, it should have
been scanning for a drawbuffer state that points to colorAttachment.
* Allow for maxDrawBuffer != maxColorAttachments. Tested by the GL
backend on some systems that don't have the draw buffers extension.
Fixed by updating the helpers and adding a new getDrawBuffer helper.
BUG=angleproject:1121
Change-Id: Idd1b0a9ec4a3f944d332c708364408bf5d59e1fd
Reviewed-on: https://chromium-review.googlesource.com/292740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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60ec6ea7
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2016-01-22T15:27:19
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Implement dirty bits for Framebuffer.
The dirty bits set the stage for performance improvements in D3D, but
don't actually reduce any of the redundant work just yet.
BUG=angleproject:1260
Change-Id: Ib84e6a9b7aa40c37c41790f492361b22faaf4742
Reviewed-on: https://chromium-review.googlesource.com/318730
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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c29968bb
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2016-01-20T11:17:23
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Refactor FBO related entry points.
Change the validation to the consistent style for easy auto-generation
and make the context itself implement the entry points. This will more
easily allow us to sync state without passing the Context to the
Texture methods, or doing work in the entry point.
BUG=angleproject:1260
BUG=angleproject:747
Change-Id: I7ed6ec5418b7f51d9e59529267b14b76b87743fb
Reviewed-on: https://chromium-review.googlesource.com/319823
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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70d0f499
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2015-12-10T17:45:46
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Implement GL_KHR_debug.
BUG=angleproject:520
Change-Id: I9ced3e7ab1515feddf2ec103c26b2610a45b1784
Reviewed-on: https://chromium-review.googlesource.com/319830
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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66988745
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2015-12-22T19:39:19
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Revert "Implement GL_KHR_debug."
This reverts commit 6c521b7a70a53b1c9f7762e53e34b5a8146b0f7b.
Change-Id: I6ff981198e31f34d3e405edea6277ee75516d6ee
Reviewed-on: https://chromium-review.googlesource.com/319820
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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6c521b7a
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2015-12-10T17:45:46
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Implement GL_KHR_debug.
BUG=angleproject:520
Change-Id: I78d14cc8c94f5cef58604220f0ca847473b25bf8
Reviewed-on: https://chromium-review.googlesource.com/317820
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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0df8fe44
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2015-11-24T16:10:24
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D3D11: Don't read or write to the unused depth buffer.
When using STENCIL8, we emulate it on D3D11 with D24S8, since there
is no native stencil-only format. However in many places we would
write to the depth part of this format, and confuse the D3D runtime
when it would use the depth test. Fix this by never modifying the
depth portion of the buffer, or reading from it.
BUG=angleproject:1232
Change-Id: Ifd2e54eceae84e8deea85f439c132d07981b2286
Reviewed-on: https://chromium-review.googlesource.com/313996
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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cc86d64e
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2015-11-24T13:00:07
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Make Framebuffer size check ES2-only.
This is an ES2-only incompleteness check. We also need to require
matching dimensions in D3D11, but make this an implementation
specific check. Also make all implementation specific errors
'UNSUPPORTED' since that catches all "non-ES" framebuffer
restrictions.
Note that we can't be conformant here in D3D11 currently, since the
spec only makes an exception for mismatching formats for UNSUPPORTED,
not for size checks. However, we don't have an easy solution.
BUG=angleproject:1225
Change-Id: Ic80a04bce397fc12643b010c874f432033babc5d
Reviewed-on: https://chromium-review.googlesource.com/313990
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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242468f3
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2015-09-24T14:15:41
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Sync scissor state before calling BlitFramebuffer.
Now passes:
* dEQP-GLES3.functional.fragment_ops.scissor.framebuffer_blit_center
* dEQP-GLES3.functional.fragment_ops.scissor.framebuffer_blit_corner
* dEQP-GLES3.functional.fragment_ops.scissor.framebuffer_blit_none
BUG=angleproject:885
Change-Id: Ifec2995562c684b3a4b287619c9bf7a25512b1fd
Reviewed-on: https://chromium-review.googlesource.com/302384
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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37c3979e
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2015-08-20T14:19:46
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Revert "Revert "Make the default framebuffer owned by Surface""
Reland the commit after fixing a bug in FramebufferAttachment.
This reverts commit 18fdcbcf1d02d3b3b4b5c712f05058f2e8d629c6.
BUG=angleproject:891
Change-Id: I07e08de52bfce8d84d070fc7bc15883009298a4d
Reviewed-on: https://chromium-review.googlesource.com/294831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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18fdcbcf
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2015-08-19T18:12:44
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Revert "Make the default framebuffer owned by Surface"
Seems to be causing failures on the Mac GPU FYI bots.
SurfaceTest.DestructionDeletesImpl seems to crash.
BUG=angleproject:891
BUG=522557
This reverts commit 264ab56f2e70431e8310f9353952acd3b22b466f.
Change-Id: I80aeecb8e191de011d9afe6534d0285dcffa82a3
Reviewed-on: https://chromium-review.googlesource.com/294540
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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264ab56f
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2015-08-12T12:39:52
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Make the default framebuffer owned by Surface
Reland with a fix for SurfaceTest in angle_unittests and fixes for
signed-unsigned warnings
In CGL there is no notion of default Framebuffer and MakeCurrent only
makes a context current but not a drawable. Instead, everything is done
via render to texture. For that reason, different surfaces will have
different FBOs as default framebuffers, which causes that change.
BUG=angleproject:891
Change-Id: I0664896bc335b1a757226aaa212536b8f9d0f08f
Reviewed-on: https://chromium-review.googlesource.com/293752
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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11cd6af6
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2015-08-18T15:54:01
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Revert "Make the default framebuffer owned by Surface"
Compilation warning on Windows
This reverts commit 6cb2ae8292e69aa110c89e0465366b9f049c1168.
Change-Id: I4ecadf5d8e909f986da186a7326cfa0922ae8710
Reviewed-on: https://chromium-review.googlesource.com/294241
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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6cb2ae82
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2015-08-12T12:39:52
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Make the default framebuffer owned by Surface
Reland with a fix for SurfaceTest in angle_unittests and fixes for
signed-unsigned warnings
In CGL there is no notion of default Framebuffer and MakeCurrent only
makes a context current but not a drawable. Instead, everything is done
via render to texture. For that reason, different surfaces will have
different FBOs as default framebuffers, which causes that change.
BUG=angleproject:891
Change-Id: Ie9a72de01a58e583a1bfa3f4a055debb860b912f
Reviewed-on: https://chromium-review.googlesource.com/293713
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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1bf40bfe
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2015-08-12T15:52:04
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Revert "Make the default framebuffer owned by Surface"
This reverts commit 87e63a9982803b5e4c12afa9a40ff0e2b04a7369.
Speculative revert to fix the webgl cts on Windows D3D9 and the
unittests on Linux.
BUG=
Change-Id: I488f4e0b2dc67270eed45f1c10bfba1d13c98739
Reviewed-on: https://chromium-review.googlesource.com/293350
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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87e63a99
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2015-08-12T12:39:52
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Make the default framebuffer owned by Surface
In CGL there is no notion of default Framebuffer and MakeCurrent only
makes a context current but not a drawable. Instead, everything is done
via render to texture. For that reason, different surfaces will have
different FBOs as default framebuffers, which causes that change.
BUG=angleproject:891
Change-Id: I3f6da7b587353316026ea39a5c87f91265e0f1ba
Reviewed-on: https://chromium-review.googlesource.com/289872
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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1b94d432
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2015-08-07T13:23:23
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Implement dirty bits for RendererGL's basic state.
BUG=angleproject:1040
TEST=angle_end2end_tests,angle_perftests,WebGL
Change-Id: I72beaf7e178e042440337fbb8b9669638c5ad016
Reviewed-on: https://chromium-review.googlesource.com/289558
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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6941a556
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2015-07-27T11:06:45
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Rename Workarounds to WorkaroundsD3D.
It is not referenced outside of the d3d classes.
BUG=angleproject:884
Change-Id: Ibeec034b1b78b569bea2f1c77d6a686b58b8e010
Reviewed-on: https://chromium-review.googlesource.com/288582
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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08332634
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2015-05-05T13:35:47
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Implement EXT_discard_framebuffer in D3D11 renderer
Change-Id: I52bcf0cfb1aa123e085a35730fdefb006b617c3c
Reviewed-on: https://chromium-review.googlesource.com/269232
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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