src/libANGLE/renderer/d3d/TextureD3D.cpp


Log

Author Commit Date CI Message
Shahbaz Youssefi b772a955 2020-06-16T23:32:47 Vulkan: Make texture syncState aware of upcoming generateMipmap By letting TextureVk::syncState know it's being called for generateMipmap, it can make a better decision to initialize the image: - Staged updates to mips that are going to be overwritten are dropped - The image is created with full mipchain to avoid a redefine in the following generateMipmap() call. Bug: angleproject:4551 Change-Id: Ic70ee6c0a0b29c7bd62beaff612b2f2d5276defb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2249340 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Jiajie Hu e7d27705 2020-04-30T05:50:21 Fix corruption when changing the base level of a framebuffer texture attachment In the D3D renderer, changing the base level may trigger re-allocation of the texture storage, for example if the new base level has a different aspect ratio. During the process, image contents in the texture storage should be backed up properly. The D3D11 backend does this if an image has been associated with the texture storage, but it may happen such an association has never been established, and corruption will be observed then. The proposed patch mitigates the problem by introducing a new method named findRenderTarget(), with which one can tell if a mip level has been used as the render target. This works based on the fact that render targets are cached in the texture storage object. Hence all mip levels of interest can be found, without relying on the association between images and texture storage. Bug: angleproject:2291 Change-Id: Ic73af7b603be25c65760928f276bec16df003baf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2158830 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill e4aa679c 2020-04-01T17:46:31 Texture: Pass explicit unpack buffer to setImage. This will allow us to call setImage internally even if there's an unpack buffer bound. Useful when implementing robust resource init with copyTexImage in some edge cases. Bug: angleproject:4517 Change-Id: I7e8e9536ab9222c620e572f7b6c20b08fa29d646 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2133088 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com>
Alexis Hetu 94de306d 2020-01-14T16:18:56 Extensions suffixes Added NV/OES suffixes to relevant Extensions members. Bug: angleproject:3104 Change-Id: Ia1798157086230bde8d11c6fcb4fe93211e996ab Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2013168 Reviewed-by: Alexis Hétu <sugoi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yan 17b3c2f3 2019-10-14T14:13:59 Implement SamplerVideoWEBGL for WEBGL_video_texture extension on desktop WEBGL_video_texture is an extension that will improve uploading video frame to WebGL performance. (https://www.khronos.org/registry/webgl/extensions/proposals/WEBGL_video_texture/) This extension introduced a new texture type TEXTURE_VIDEO_IMAGE_WEBGL and a new sampler type samplerVideoWEBGL to sample it. In chromium implementation, TEXTURE_VIDEO_IMAGE_WEBGL maps to different native texture type based on platform. On desktop, it maps to GL_TEXTURE2D(Currently supported). On Android, it should map to GL_TEXTURE_EXTERNAL(TODO). SamplerVideoWEBGL needs to be mapped to sampler2D or samplerExternalOES according to TEXTURE_VIDEO_IMAGE_WEBGL implementation. This patch implements samplerVideoWEBGL in Angle to support WEBGL_video_texture on desktop. In this case, samplerVideoWEBGL should map to sampler2D. Bug: chromium:776222, angleproject:3889 Change-Id: Idb0a5fcde37ca75ccc1181226b91f257212e7500 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1866274 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Mingyu Hu 2d0e5b55 2019-08-27T13:49:07 GL_EXT_multisampled_render_to_texture extension. Part 2. For textures that use this extension, a multisampled texture is implicitly created for the texture. Upon write or read, the multisampled texture is either return to be drawn to or resolved and returned as a single sampled texture. This is the functionality change with end2end tests. Bug: angleproject:980428 Change-Id: I5776875a132fed7a3f4f00fb02f9e8e250684630 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1773717 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Mingyu Hu 7e44ec26 2019-08-26T15:59:48 GL_EXT_multisampled_render_to_texture extension. Part 1. Adding new parameters for extension without adding any real code change. Since no new code paths were added, we expect all tests to pass as before. Bug: angleproject:980428 Change-Id: I551b46a66f422eabd357fd021e00cf266a991efb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1772377 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
James Darpinian 7e48c9eb 2019-08-06T17:17:19 Add explicit integer casts WebKit uses the -Wshorten-64-to-32 flag which warns on these cases. Bug: 3439 Change-Id: I8c1de60da0f173ca2036e2120e79b857f5f2775f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1740866 Commit-Queue: James Darpinian <jdarpinian@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Jamie Madill 4e71b2bc 2019-07-08T13:23:38 Framebuffer: Clean up query naming. Changes instances where we were querying 'color buffers' and 'depth buffers' to 'color attachments' and 'depth attachments', etc. Bug: angleproject:3611 Change-Id: I7af7d33e5204f21d288f5bcad997988d36eabfc5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1690679 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Geoff Lang 5ff8cae9 2019-06-21T11:09:25 GL/D3D: Use texture uploads instead of clearing for robust init. Chrome uses regular texture uploads on all platforms except OpenGL on Mac to do robust resource init for textures because multiple bugs have been observed with texture corruption. BUG=883276 BUG=882580 BUG=941620 Change-Id: I5fcd6862147822a08c7533e6a6a9277223034ebd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1669104 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jonah Ryan-Davis beb0eb2d 2019-06-14T15:10:33 Clean up workarounds/features to single location. Rename all workarounds structs to features, and move the lists to a shared location in include/platform (to help with documentation, see: https://cs.chromium.org/chromium/src/ui/gl/gl_switches.cc?sq=package:chromium&g=0&l=69) Bug: angleproject:1621 Change-Id: I4069f08131db5e886047a007efb5d7764dfee5f2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1660952 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Kimmo Kinnunen 4a757416 2019-06-03T14:04:01 D3D: Fix heap corruption when copying texture arrays Do not use depth dimension when copying normal 2D textures of a 2d texture array. It copies past the end of the buffer obtained via ID3D11DeviceContext::Map(). Fixes a case which can be reproed with the payload disabled: gn args out\debug --args="is_debug=true" ninja -C out\debug angle_end2end_tests out\debug\angle_end2end_tests ^ --gtest_filter=Texture2DArrayCopy.SnormFormats* --gtest_catch_exceptions=0 ^ --gtest_repeat=-1 Bug: angleproject:2865 Change-Id: Id9bc5489fa41749d1b1d2e87992166b1a0af76fc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1641247 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis 776694cd 2019-05-08T10:28:55 Change all ANGLE workarounds to use struct definition with info. Change each workaround from a simple bool to a struct with info including name, workaround set, description, and bug IDs. This will help with future workaround integration with Chrome. Bug: angleproject:1621 Change-Id: Ia27c180abaf845e280060c803e5994cc3152a057 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593917 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 5a0f64b6 2019-04-23T16:06:47 D3D: Require cube completeness to create render targets TextureD3D_Cube::isFaceLevelComplete skips checks for the base level because it assumes that isCubeComplete has already been called to verify the base level. This assumption is not correct for some cases like glCopyTextureCHROMIUM which attempts to create a render target from cube maps that may not be complete. This caused us to create render targets from incomplete cube maps and then fail to upload data to the cube faces because the sizes or formats did not match between the images and render target. TEST=conformance/more/conformance/quickCheckAPI-S_V.html BUG=angleproject:3384 Change-Id: Iceb9415debfa07436fea1eb4bc23d0ec05679839 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1578957 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Michael Spang f02a767d 2019-04-09T18:45:23 Vulkan: Implement glTexStorageMem2DEXT This implements support for creating textures that alias vulkan images allocated inside external memory. Bug: angleproject:3289 Change-Id: Iad071f353a217793102ae737647c7cd572f7b0ad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552029 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Michael Spang <spang@chromium.org>
Qin Jiajia e7da32f1 2018-12-27T15:31:47 Fix the failure in UpdateImageTextureInUse If we update the texture data between two dispatch calls, ReadPixels can't get right result after the second dispatch call. The failure reason is that after the first dispatch, ReadPixels will sync framebufer state which will update color render target. Finally, TextureD3D::ensureRenderTarget is reached. However, we are in compute pipeline. mTexStorage->isRenderTarget() will be false. That results the current texture will create a new render target storage. But the UAV is still bound with the previous texture storage. If there is no texture dirty bit between these two dispatch calls, applyTexturesForCompute won't be called. After the second dispatch, readPixels will read data from the new texture storage which is not updated. Bug: angleproject:3015 Change-Id: Ib2494ab8bf6e12faefc0a7370719d383526c36ba Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1390710 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Jamie Madill c3dc5d48 2018-12-30T12:12:04 Merge gl::Context and gl::ContextState. This reduces the number of indrections when accessing the Extensions or Caps structures. It will provide a small speed-up to some methods. It also cleans up the code. Bug: angleproject:2966 Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685 Reviewed-on: https://chromium-review.googlesource.com/c/1392391 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
Jamie Madill 7c985f5c 2018-11-29T18:16:17 Make angle::Result an enum. This moves away from a class type to a value type. This should improve performance when using angle::Result as a return value. Previously the generated code would return a pointer instead of a value. Improves performance in the most targeted microbenchmark by 10%. In more realistic scanarios it will have a smaller improvement. Also simplifies the class implementation and usage. Includes some unrelated code generation changes. Bug: angleproject:2491 Change-Id: Ifcf86870bf1c00a2f73c39ea6e4f05ca705050aa Reviewed-on: https://chromium-review.googlesource.com/c/1356139 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b980c563 2018-11-27T11:34:27 Reformat all cpp and h files. This applies git cl format --full to all ANGLE sources. Bug: angleproject:2986 Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f Reviewed-on: https://chromium-review.googlesource.com/c/1351367 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill e4634a13 2018-11-14T09:54:35 Apply code formatting. Several files were formatted by the code generation script. Bug: angleproject:2957 Change-Id: I8a5cbf2c17297a3644686004a8981ab2305c1ada Reviewed-on: https://chromium-review.googlesource.com/c/1334428 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 666818ea 2018-11-14T09:54:33 Use angle::Result in front-end (Part 8) Refactors the gl::Texture class and a few related methods. Also reduces binary size by up to 4k. Bug: angleproject:2491 Change-Id: Ib9a69d7f507b0dce35abb17b90532f812bf43214 Reviewed-on: https://chromium-review.googlesource.com/c/1291845 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill c1fd7376 2018-10-26T22:48:39 Move index range calculations into VertexArray. This is in preparation for removing the entire DrawCallParams struct. This struct was big enough to cause a performance hit on draw call perf tests just by virtue of initializing the fields. Also dereferencing the struct members is slower than reading function parameters since it adds an indirection. Also includes some error refactoring to enable moving code to a shared location. In total this patch series reduces overhead by up to 5%. Bug: angleproject:2933 Change-Id: Ib663f2538c14ac30d4c31fd10d6350be469626e2 Reviewed-on: https://chromium-review.googlesource.com/c/1298380 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill abfbc0fe 2018-10-09T12:48:52 Use angle::Result in allocation and math check macros. Replace these with ANGLE_CHECK_*_ALLOC and ANGLE_CHECK_*_MATH depending on the specific error type. Bug: angleproject:2491 Change-Id: Ic4395101fe701c563ae2b92aa2c55c93b934a7de Reviewed-on: https://chromium-review.googlesource.com/c/1262737 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e39e8f46 2018-10-05T08:17:38 GL back-end error refactor. Adds explicit error handling to a few scoped state handler classes. Otherwise mostly mechanical refactoring. Bug: angleproject:2753 Change-Id: I2bf969a68f45880902b6e7902297c1340a76a1c4 Reviewed-on: https://chromium-review.googlesource.com/c/1255647 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Brandon Jones 4e6f2aea 2018-09-19T11:09:51 Implement ANGLE_copy_texture_3d Extension Adds copyTexture3DANGLE and copySubTexture3DANGLE that adds copy operations on volumetric textures. Bug: angleproject:2762 Test: angle_end2end_tests Change-Id: I0076989c2b7ed69abfc73143c325065bdb06a360 Reviewed-on: https://chromium-review.googlesource.com/c/1207216 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 55e57f96 2018-09-18T11:32:43 Remove some redundant dirty bits notifications. These were already being signaled in the front end. Bug: angleproject:2763 Change-Id: Id78d3d764e80e687c29c08395b59048d314bfbe2 Reviewed-on: https://chromium-review.googlesource.com/1204490 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho daab0014 2018-09-13T14:56:28 Test and fix robust resource init for multisampled textures New test coverage for robust initialization of multisampled textures is added in angle_end2end_tests. Some missing functionality that was affecting the initialization of multisampled 2D array textures is now fixed. BUG=angleproject:2775 TEST=angle_end2end_tests Change-Id: I1d9d3cd154ca2910159941fe8b1bef4ae6320bdd Reviewed-on: https://chromium-review.googlesource.com/1224530 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho efbabde2 2018-08-29T14:37:36 Support multisample array textures on D3D11 This implements complete support for multisample array textures on the D3D11 backend. There's a specialized TextureD3D class as well as a TextureStorage11 class for multisample array textures that have the bulk of the functionality. BUG=angleproject:2775 TEST=angle_end2end_tests, angle_deqp_gles31_tests Change-Id: I68116635c01cef0e48c089fd9da05a844ef2d802 Reviewed-on: https://chromium-review.googlesource.com/1216003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 8370e6bc 2018-09-11T17:56:23 Rename constant to kCubeFaceCount. This corrects the naming style for this constant variable. Also updates many usages in TextureD3D.cpp and TextureGL.cpp. Bug: angleproject:2470 Change-Id: I029dd98e925cabf23a4bb26467a62afe6c5bb6e0 Reviewed-on: https://chromium-review.googlesource.com/1220726 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0d0fb43f 2018-09-07T17:43:32 Pass unpack buffer as explicit parameter to texSubImage. This allows us to override it in the incomplete texture init. Any back-end that used incomplete textures was vulnerable to a bug where the unpack buffer would be used to initialize the incomplete texture. Bug: chromium:880906 Change-Id: Ica558e4a4d81de9212f0bc6619ccd812a048ad45 Reviewed-on: https://chromium-review.googlesource.com/1214207 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 80aa5592 2018-08-29T15:50:39 Clean up TextureD3D_2DMultisample This removes some duplicate unreachable calls from TextureD3D_External and TextureD3D_2DMultisample. There will be further use for this once TextureD3D_2DMultisampleArray is implemented. This also cleans up some no-ops from TextureD3D_2DMultisample and sets it correctly as immutable. BUG=angleproject:2775 TEST=angle_end2end_tests Change-Id: Ia253a1ed6f418a24bb0c4a4e61654b1c061dba97 Reviewed-on: https://chromium-review.googlesource.com/1193950 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill ec1fe5b7 2018-08-10T10:05:52 D3D: Use angle::Result error pattern. This completes the refactor for the D3D9/D3D11 back-ends. Bug: angleproject:2752 Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b Reviewed-on: https://chromium-review.googlesource.com/1167209 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b1565903 2018-07-27T08:12:48 D3D: Pass gl::Context to many more functions. This makes the Context more available for logging errors. Also includes more refactoring to VertexDataManager to ensure we can access the gl::Context. Bug: angleproject:2738 Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4 Reviewed-on: https://chromium-review.googlesource.com/1151449 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill dec86230 2018-07-11T09:01:18 Generalize Context scratch buffer errors. This refactor will allow us to generate different error types in different backends. This makes Vulkan happy because it won't have to generate gl::Errors and can stay with vk::Error. Bug: angleproject:2713 Change-Id: I981402450f3b519d4f79851982547695d583355a Reviewed-on: https://chromium-review.googlesource.com/1128921 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill ca2ff38b 2018-07-11T09:01:17 Refactor internal format pixel math methods. This removes the use of the ErrorOrResult class from these methods. This will enable more performant Error handling. Also cleans up the ANGLE_TRY_CHECKED_MATH macro to be more general. Bug: angleproject:2713 Change-Id: I349947d320907839ca88ec1f9251e6ddc3858a08 Reviewed-on: https://chromium-review.googlesource.com/1128920 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jiawei Shao a8802477 2018-05-28T11:17:47 ES31: Implement FramebufferTextureEXT on OpenGL back-ends This patch intends to implement FramebufferTextureEXT on OpenGL back-ends. 1. Support layered framebuffer attachments. 2. Add new framebuffer completeness rules on layered framebuffer attachments. 3. Support FRAMEBUFFER_ATTACHMENT_LAYERED_EXT as a valid <pname> parameter of GetFramebufferAttachmentParameteriv. Note that for an entire level of a cube map: 1. It has no TextureTarget because TEXTURE_CUBE is not a valid target for TexImage*D. 2. It corresponds to 6 ImageDescs (that represents its faces) in class Texture, so when the cube map is cube complete, we return the ImageDesc of its first face, meanwhile we do not allow querying ImageDesc if it is not cube complete. BUG=angleproject:1941 TEST=angle_end2end_tests dEQP-GLES31.functional.geometry_shading.query.framebuffer_attachment_layers dEQP-GLES31.functional.geometry_shading.query.framebuffer_incomplete_layer_targets dEQP-GLES31.functional.geometry_shading.layered.* dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_* dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_* Change-Id: I44393b513ec8f1a682fd1c47d3eaa6f3b3fae877 Reviewed-on: https://chromium-review.googlesource.com/1075811 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jiawei Shao 6a455206 2018-05-31T14:20:36 Use IsCubeMapFaceTarget on texture targets This patch introduces IsCubeMapFaceTarget() to determine if a teture target belongs to cube map. BUG=angleproject:2169 Change-Id: I3968ee267887665835f3eb3eda281c054e5d4375 Reviewed-on: https://chromium-review.googlesource.com/1080450 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>
Geoff Lang f2807385 2018-04-24T15:25:35 D3D: Use an alignment of 1 when uploading zero data to initialize textures. BUG=836131 Change-Id: I1206c8eda465da563e15cf43f2e5c9320bb65eae Reviewed-on: https://chromium-review.googlesource.com/1026460 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Luc Ferron 4bba74f0 2018-04-19T14:40:45 Refactor Texture::syncState to pass down the Context Also returning a gl::Error everywhere. Bug: angleproject:2478 Change-Id: Ic8cae0ee7aee318bb95b3588044c34c62707b578 Reviewed-on: https://chromium-review.googlesource.com/1020083 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>
Jamie Madill 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>
Corentin Wallez 56c8577b 2018-04-06T16:31:47 TextureD3D_2D::CopyImage clear using initializeContents When using glCopyTexImage2D clearing of the mip level needs to happen when running in WebGL or robust resource init mode and any pixel would be sampled outside of the framebuffer. Previously the code was using "setImage" for this purpose, causing issues when a PIXEL_UNPACK_BUFFER was bound. Also add a regression test. BUG=chromium:827667 Change-Id: I03be20d8272730ab30afdab2f8919be853e729b6 Reviewed-on: https://chromium-review.googlesource.com/1000182 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c4f27e4b 2018-03-31T14:19:18 Texture: Pass ImageIndex to relevant methods. The Vulkan back-end will be using this helper struct, so make it available everywhere. This cleans up a lot of the code for D3D. Potentially in the future we could generate these in the entry points if we supported packing multiple arguments into one. Also changes a few parameter types to GLint for compatibility. Also updates the Vulkan Texture implementation check the stored vk::Format on setImage changes. Bug: angleproject:2318 Change-Id: I57cea4a42483ab51859229517d783b58f206b8e7 Reviewed-on: https://chromium-review.googlesource.com/985203 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org>
Jamie Madill 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>
Corentin Wallez 99d492c2 2018-02-27T15:17:10 Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Geoff Lang b52fac03 2018-02-21T15:45:35 Refactor ImageIndex to have separate type and target members. BUG=angleproject:2169 Change-Id: Ib3fb699058f76d0eb810a9691ea1d64311dadbb1 Reviewed-on: https://chromium-review.googlesource.com/929650 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang f81d17c2 2018-02-02T15:10:37 D3D11: Downsample when copying to emulated 16-bit texture formats. BUG=angleproject:2313 Change-Id: Ic1e679164d82f3024bb6842c9af2716aa10feb76 Reviewed-on: https://chromium-review.googlesource.com/900042 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Dzmitry Malyshau 57f4b73e 2018-01-11T15:24:43 Fix the format check in TextureD3D_2DArray::redefineImage Note: by the time the old code used to call `getBaseLevelInternalFormat`, the base level image has already been updated with `redefine()` call above, thus the check `internalformat != storageFormat` wasn't correct. Change-Id: I3da6df54490d6e72e5094388ed7e39a4c7d920d2 Reviewed-on: https://chromium-review.googlesource.com/862256 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Dzmitry Malyshau <dmalyshau@mozilla.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 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>
Jamie Madill 0acb268c 2017-11-14T12:40:37 TextureD3D: Only update storage if images dirty. This uses the existing dirty bit mDirtyImages to early return in the TextureD3D::updateStorage methods. Also fixes a couple missing cases for setting dirty images. The code could be improved in the future by using a bitset of dirty images per mip level instead of a single bit. BUG=angleproject:1392 Change-Id: I58df2be455b6ee51c3e3f76a6fa44ad585d1480d Reviewed-on: https://chromium-review.googlesource.com/761243 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 336129f6 2017-10-17T15:55:40 Use a packed enum for buffer targets. BUG=angleproject:2169 Change-Id: I4e08973d0e16404b7b8ee2f119e29ac502e28669 Reviewed-on: https://chromium-review.googlesource.com/723865 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Corentin Wallez cda6af19 2017-10-30T19:20:37 Split pixelBuffer from pack/unpack state This will refactor will help use packed enums for buffer targets. BUG=angleproject:2169 Change-Id: Ie7ed3e105f89457c67027e6598d7e29503ad355c Reviewed-on: https://chromium-review.googlesource.com/745181 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 56ff3ce2 2017-10-20T16:52:42 D3D9: Implement the CPU-copy path for CopyTextureCHROMIUM. This path is hit for LUMA formats. Only copy from storage to image when the storage is renderable, otherwise it already has up-to-date data. D3D9 cannot sync storage to image without it being renderable. Commit the region after CPU copies to make sure everything is synchronized afterwards. TEST=conformance/textures/canvas/tex-2d-luminance_alpha-luminance_alpha-unsigned_byte.html BUG=angleproject:2192 Change-Id: I74ff748bd051a52cf472ca7ff77f54dfb5ba65b9 Reviewed-on: https://chromium-review.googlesource.com/730493 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Geoff Lang a1506213 2017-09-21T10:49:18 Remove initialization of ImageD3D objects now that lazy init covers them Inintialize all D3D11 texture allocations with dummy values in debug. BUG=angleproject:2107 BUG=angleproject:1635 Change-Id: Ibcc6cc30480b32430563143f35f38dda16fdb83c Reviewed-on: https://chromium-review.googlesource.com/678477 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 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>
Jamie Madill ea84f6ff 2017-09-20T13:20:30 Pass Context to Framebuffer11 dirty callback. This allows us to call StateManager11::invalidateRenderTarget from the Framebuffer11::signal function, which will then trigger state refresh on the next draw call. This requires passing Context through a few more Renderbuffer methods, and reorganizing the RenderTarget signalling so that it doesn't signal dirty in the destructor. Instead they are signaled as they are destroyed in the containing classes. BUG=angleproject:2151 Change-Id: I4cf575e4a01b48275ff78d75bc55b2d1fced591d Reviewed-on: https://chromium-review.googlesource.com/673139 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 136a2742 2017-09-20T12:29:44 TextureStorage11: Use unique_ptr for RenderTargets. This ensures they are auto-freed when the Storage is destroyed. Also remove the 'delete this' design pattern. BUG=angleproject:2151 Change-Id: I784b94c7125a1bbc15f5d6ae90e55317e199faa6 Reviewed-on: https://chromium-review.googlesource.com/673137 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 33510107 2017-09-20T10:39:18 Pass gl::Context to more Buffer methods. This will allow us to pull out the Renderer from the Context in more places in Buffer11, for state update. Impacts a few method calls in a few places. BUG=angleproject:2151 Change-Id: I1360caea65a94d3de4cd9f52d1b74b10439b02b3 Reviewed-on: https://chromium-review.googlesource.com/673136 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 71c88b31 2017-09-14T22:20:29 Enable [[nodiscard]] for gl::Error. This forces all return values to be checked for gl::Error. Requires quite a bit of minor refactoring. I also added a macro to swallow an error without returning from a function. We could look at storing the errors in the Context at some point, since almost always when we're generating errors that we need to discard we have access to the Context as a parameter. BUG=angleproject:2150 Change-Id: I457e48a30c002eda0993acbcd3180ba87bf169fb Reviewed-on: https://chromium-review.googlesource.com/665173 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 3cb4894c 2017-08-18T10:03:01 Make TextureD3D::clearLevel work with depth/stencil. Although we only used this method in one place that didn't need to clear depth or stencil, the method itself doesn't seem like it should be limited. It will become useful in later patches which initialize depth and stencil textures robustly. BUG=angleproject:2107 Change-Id: I7dc67608972f2b31c0cb4d309941be10f47d1d47 Reviewed-on: https://chromium-review.googlesource.com/585600 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Frank Henigman 936ea325 2017-08-04T20:58:06 Clip to framebuffer when copying to cube map. In D3D cube map textures use different code paths than regular 2D textures. Add outside-the-framebuffer handling to those paths, same as was added the other paths earlier. Change-Id: I51896a07f73ae8d761cd9d7b18c68076f38d32a3 Reviewed-on: https://chromium-review.googlesource.com/603050 Commit-Queue: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang a0bcc50b 2017-08-02T14:45:58 TextureD3D: Mark images clean after binding a surface. By marking the images as dirty after binding a surface, the surface would be cleared when it was first read or written to. BUG=750813 BUG=angleproject:1635 Change-Id: Ic0d1c985151d55a0f1a1af67bb1edc4b0e8f2063 Reviewed-on: https://chromium-review.googlesource.com/598731 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b3f26b9e 2017-07-19T15:07:41 Add a zero-filled scratch buffer to Context. We need this in a few places for handling resource init. Centralize this in the context so we don't have to recreate and re-fill a large zero buffer. BUG=angleproject:2107 Change-Id: Icf9ce417e7ee3498f03e47741dfff89e81b49519 Reviewed-on: https://chromium-review.googlesource.com/576057 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang c7ba85c9 2017-07-14T22:17:01 TexutreD3D: Only update storage level if it exists. This was causing an assertion failure in updateStorageLevel when the storage didn't contain the requested level. Gate the call behind an isValidLevel check. TEST=conformance/misc/type-conversion-test.html BUG=angleproject:1815 Change-Id: Iadf46d232d5a117ae1ae74c6e71677b1e06a5321 Reviewed-on: https://chromium-review.googlesource.com/572705 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang c5af8ba6 2017-07-11T12:18:31 D3D11: Make sure to resolve the storage for CopyTexImage3D. TextureD3D_3D::copySubImage worked around missing functionality in D3D11 for copying a framebuffer directly to a texture storage but didn't handle the case of a texture storage already existing. This caused the image to have out-of-date data before the new data was copied into it. Simply copy the data from the storage back into the image before performing the copy from the framebuffer and then copy back to the storage afterwards. TEST=conformance2/textures/misc/copy-texture-image-webgl-specific.html BUG=angleproject:1815 Change-Id: I308d6a1d3ecbc738f7d0e232bece433e6b353638 Reviewed-on: https://chromium-review.googlesource.com/567199 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang d90b214f 2017-07-12T15:33:35 D3D11: If an image is dirty, copy it to the storage before copying from a FB. If a storage already existed, it may have old data in it. Check if the image is dirty and copy the initialized memory into the storage before copying data from the framebuffer. TEST=conformance/textures/misc/copy-tex-image-and-sub-image-2d BUG=angleproject:1815 Change-Id: Ic69c5519b2e09e4b62025b1bf413d2a71a4a2afb Reviewed-on: https://chromium-review.googlesource.com/568410 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
JiangYizhou 34bc315d 2017-03-29T14:56:01 ES31: Implement multisampled Textures for D3D part. Implement TexStorage2DMultisample api for d3d part. BUG=angleproject:1590 TEST=angle_end2end_tests --gtest_filter=TextureMultisampleTest* TEST=angle_deqp_gles31_tests --deqp-case=dEQP-GLES31.functional.texture.multisample.negative.fbo_* Change-Id: Icbfba45b9c2965af02b54dd4060b7b49970cb74b Reviewed-on: https://chromium-review.googlesource.com/457161 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang bc5d7add 2017-07-10T16:17:26 D3D11: Clip copy rect to the source framebuffer for copyTexImage3D. TEST=conformance2/textures/misc/copy-texture-image-webgl-specific.html BUG=angleproject:1815 Change-Id: I146fcf97a9c90f07d6270672c5e44e05602eecf8
Geoff Lang 88318b44 2017-07-05T14:39:01 Fall back to CPU copies for srgb textures in copy_texture_CHROMIUM. The copied data is not supposed to have sRGB conversions applied to it when written to the destination texture but an sRGB SRV is used by Blit11. Instead of creating multiple sRGB and non-sRGB SRVs for textures, simply fall back to the CPU copy path for this format for now. Clip color channels that should not exist in the destination texture formats in Image11::CopyImage. This works around issues with texture formats with emulated channels. TEST=conformance2/textures/image_bitmap_from_canvas/tex-2d-srgb8-rgb-unsigned_byte TEST=conformance2/textures/image_bitmap_from_canvas/tex-2d-srgb8_alpha8-rgba-unsigned_byte BUG=angleproject:1932 Change-Id: Ieeda3569f80d016fda781e7eb498acd3b97568d0 Reviewed-on: https://chromium-review.googlesource.com/559857 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Frank Henigman 95ba174e 2017-06-22T20:38:04 Clip TextureD3D_2D::copyImage to framebuffer. WebGL CopyTexImage needs to zero the part of the texture corresponding to area outside the framebuffer, so we zero the whole texture then clip the read area. The clipping also avoids problems with code lower down that isn't prepared for read areas not entirely within the framebuffer. Enable corresponding test. BUG=angleproject:1815 Change-Id: Ia7e0243ca72fa7c8f5bacda4d2022061d6a6d4f0 Reviewed-on: https://chromium-review.googlesource.com/551056 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Frank Henigman ab04e6a7 2017-06-22T20:38:04 Clip TextureD3D_2D::copySubImage to framebuffer. WebGL CopyTexSubImage does not allow touching parts of the texture that correspond to area outside the framebuffer, so we clip the read area to the framebuffer. The clipping also avoids problems with code lower down that isn't prepared for read areas not entirely within the framebuffer. Enable corresponding test. BUG=angleproject:1815 Change-Id: I411223669dae2a456dfc3e22acda907b73177988 Reviewed-on: https://chromium-review.googlesource.com/527411 Commit-Queue: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill da066657 2017-06-21T11:33:48 Fix invalid storage recovery on FL 9_3. This problem was uncovered when I inadvertently changed TextureD3D to delete its storage before its images. Small mips of compressed textures must use a nullptr argument to CopySubResource, otherwise the runtime complains about un-aligned sizes. Also change the class to delete the Images before the Storage again so we don't wastefully recover the images before deleting them. Also change the Image pointers to use std::array and std::unique_ptr. BUG=angleproject:1156 BUG=angleproject:2077 Change-Id: Idb2e53835b7a9b973285ff0781f70b25f05c77aa Reviewed-on: https://chromium-review.googlesource.com/543438 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill fe54834f 2017-06-19T11:13:24 Proliferate gl::Context. This enables a few small things: it will enable making the platform a property of the Display rather than a global. The same goes for the global logging annotator. Also it ensures all back-end implementations have access to the GL / EGL state when available. Also introduces a smart pointer helper class to angleutils for objects that prefer to be destroyed with a context (gl::Context/egl::Display) parameter. We were using std::unique_ptr in a few places that would not work well with these objects. BUG=angleproject:1156 Change-Id: I59e288a3d6f766ff8a0f4b48ff3a1fbf7489daba Reviewed-on: https://chromium-review.googlesource.com/529706 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 863b6236 2017-06-08T11:18:49 Refactor redefineImage and track dirty images properly. Several issues showed up in testing with WebGL: * Images should only be forcefully re-defined when there is no data to upload. * After an image is marked dirty, a later call to subImage would cause assertion failures because the texture storage would try to verify that the image was not dirty, don't try to copy directly to storage in this case. BUG=angleproject:1635 Change-Id: I9e5d83850d743b7d4d2db938312ee5c35a3a79ee Reviewed-on: https://chromium-review.googlesource.com/527348 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yuly Novikov c4d18aac 2017-03-09T18:45:02 Use ErrorStream everywhere Eliminates one more usage of FormatString and its static initializer. Add more ErrorStream types and replace gl::Error and egl::Error with them. BUG=angleproject:1644 Change-Id: Ib498d0ae4b81a332ec71aed7cf709993b154e6bb Reviewed-on: https://chromium-review.googlesource.com/505429 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 79460702 2017-06-06T15:30:45 Don't discard the storage on forceRelease, simply mark the image as dirty. It was overkill to always destroy the storage, especially for cube maps. Instead, just make sure the image thinks it's dirty when robust resource init is enabled so that it is always copied to the storage after redefinition. BUG=angleproject:1635 Change-Id: Ieba065d1873ca66a216bd05f4f8afa9c75349ff9 Reviewed-on: https://chromium-review.googlesource.com/526295 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang f2a06035 2017-06-05T14:07:36 Force-release images on redefine when robust resource init is enabled. If the user repreatedly calls glTexImage with null data and the same size, it is expected that the texture would re-fill itself with zero'd data. TextureD3D and ImageD3D would no-op these calls when the texture is already the right size. TEST=conformance2/rendering/blitframebuffer-filter-outofbounds BUG=angleproject:1635 Change-Id: I810b15922759a4acfc0ef7da198f068b81e9efc4 Reviewed-on: https://chromium-review.googlesource.com/524436 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 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>
Geoff Lang 80616218 2017-05-17T15:40:03 Support CHROMIUM_copy_texture for all formats on D3D11. Adds a CPU readback and conversion path when the destination texture is not renderable. BUG=angleproject:1932 Change-Id: I71461ca991dc10dd636ff38e1ae20db2be0f8d63 Reviewed-on: https://chromium-review.googlesource.com/508308 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 4f0e003e 2017-05-01T16:04:35 Implement the new formats/features of the ES3 CHROMIUM_copy_texture. Some non-renderable texture formats remain unimplemented. BUG=angleproject:1932 Change-Id: Id206432d6e26a70fc0e84478a4e43e9eefadcf2f Reviewed-on: https://chromium-review.googlesource.com/491948 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 66c5e619 2017-04-25T11:40:03 TextureD3D: Mark images dirty after deleting the texture storage. When a texture storage is deleted, it copies its mip levels back into images and marks them clean. Marking the images dirty before deleting the texture storage would have no effect. BUG=705865 Change-Id: Ib4c0fc9bea1236fc31963d1b7db814785bc54abc Reviewed-on: https://chromium-review.googlesource.com/486107 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yunchao He f81ce4a3 2017-04-24T10:49:17 Refactoring: replace NULL by nullptr for pointers (3rd CL). This CL mainly handles passing/returning NULL to/from a function. BUG=angleproject:2001 Change-Id: I34802f792e710e3d7ff697cbe4701dc1bf5ab009 Reviewed-on: https://chromium-review.googlesource.com/485060 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yunchao He 4f285443 2017-04-21T12:15:49 Refactoring: replace NULL by nullptr for pointers (2nd CL). This CL mainly handles the pointer comparisons (== or !=). BUG=angleproject:2001 Change-Id: I25ac3b61032e7ad91459a1c6541cadc87cf9b160 Reviewed-on: https://chromium-review.googlesource.com/483935 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4fd95d54 2017-04-05T11:22:18 Stop using FramebufferAttachment::Target. Target includes the binding (DEPTH/STENCIL/COLOR), which is not useful for many operations. Simplify this to just passing the mip/layer. This allows us to stop using this internal struct in other classes. BUG=angleproject:1635 Change-Id: Ic5a11781bf45fe7835437fa1e363c190b876d453 Reviewed-on: https://chromium-review.googlesource.com/469152 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yunchao He d7297bfb 2017-04-19T15:27:10 Code refactoring: replace NULL by nullptr for pointers. This is the frist change to replace NULL by nullptr. It handles the initialization and assignment for pointers. BUG=angleproject:2001 Change-Id: I6d4bb198a72e38b867cd2f65a6e6f2f61339a0b5 Reviewed-on: https://chromium-review.googlesource.com/481600 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang ca27139e 2017-04-05T12:30:00 Key the format tables on internal format and type. Keying the format tables on internal format alone is not enough to fully validate the unsized formats which require additional type information. This CL has no functional changes, it just splits the tables and updates the calls to GetInternalFormat info to provide type information when the format is not sized. BUG=angleproject:1523 BUG=angleproject:1958 BUG=angleproject:1228 Change-Id: I37e5201e7f54fa8eca01b8a6e64b11a6b94484e7 Reviewed-on: https://chromium-review.googlesource.com/468449 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang fc72a073 2017-03-24T14:52:39 Update CHROMIUM_copy_texture entry points to the ES3 versions. BUG=angleproject:1932 Change-Id: Ia45f8522320af1d747fbfb57468e8b881b033543 Reviewed-on: https://chromium-review.googlesource.com/459101 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jamie Madill 8897afa1 2017-02-06T17:17:23 Pass Context around to Texture::copyImage. Passing this through the chain will allow us to have access to the platform methods, as well as be useful in the future for Vulkan. BUG=angleproject:1660 Change-Id: I819984fceeb5a2a299aa54e59ef3b428f5f9c91f Reviewed-on: https://chromium-review.googlesource.com/438684 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 604359b9 2017-02-03T10:44:49 D3D11/ES31: Fix unimplemented multitexture errors. Although the functionality for these textures is unimplemented, we still create zero textures for multisample in D3D11. Thus the constructor and destructor should be marked as implemented. BUG=angleproject:1590 BUG=angleproject:1660 Change-Id: I44b51dd4e89d492f98c134b8f7dfd62dffc97015 Reviewed-on: https://chromium-review.googlesource.com/437304 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
JiangYizhou 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>
He Yunchao acd1898e 2017-01-04T10:46:42 Replace Error(GL_NO_ERROR) with NoError(). In order to make the errors be consistent throughout ANGLE. BUG=angleproject:1686 Change-Id: I0a2d86091d640aedeac94beae345c1fb6971b00d Reviewed-on: https://chromium-review.googlesource.com/424835 Commit-Queue: Yunchao He <yunchao.he@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f097e238 2016-11-05T00:44:15 D3D11: Fix 3D texture redefinition bug. We would incorrectly check the storage type after we had redefined it. Thus we would allow old storages to persist for some cases of 3D texture. This bug did not affect 2D textures. See WebGL 2 test: conformance2/misc/views-with-offsets.html BUG=angleproject:1609 Change-Id: I7a04ff498740bb5d7daf2cee174c336f97a44c01 Reviewed-on: https://chromium-review.googlesource.com/408417 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 60e6edfa 2016-10-31T12:17:19 Make ASSERT reference the conditional expression. This should prevent further unexpected bot breakage due to unreferenced variables in the ASSERT expression. Also remove the no longer needed variable referencing macro. BUG=angleproject:1586 Change-Id: I127695165bdfe39c51fe8d17e00daf6bf2fa8252 Reviewed-on: https://chromium-review.googlesource.com/404948 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8234e7b3 2016-10-07T15:12:10 Refactor some errors into ANGLE_TRY macros. BUG=None Change-Id: I00ff2523995cb49d1af60cae62c2bba0d020eed4 Reviewed-on: https://chromium-review.googlesource.com/395569 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 22416868 2016-06-08T16:14:36 Add dirty bits for internal texture state. Synchronize TextureGL internal state using the dirty bits. TexturesBenchmark scores: Before: 5051 After: 7639 Diff: +51.2% BUG=angleproject:1386 Change-Id: Id04aef778a47175d1a284564495a646045855b4b Reviewed-on: https://chromium-review.googlesource.com/393866 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 47110bf4 2016-04-20T11:13:22 Implement CHROMIUM_copy_compressed_texture for D3D11. BUG=angleproject:1356 Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f Reviewed-on: https://chromium-review.googlesource.com/339847 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>