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15243d9b
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2016-04-26T13:41:35
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Rename gl::Shader::Data to gl::ShaderState.
BUG=angleproject:1363
Change-Id: I49cb5d7319742487c8c00c58ec58f9a29561b9c1
Reviewed-on: https://chromium-review.googlesource.com/340743
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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67946766
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2016-03-08T15:43:55
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Improve info log length checks
Extend the info log length checks to shader_utils used by tests, and
treat info log with length 1 as empty, since it can only include the
null terminator. At least the Intel GL driver may generate "\0" as
info log in some situations, for example when compiling a user-defined
function with 50000 parameters.
BUG=angleproject:1323
Change-Id: I00f2965539ec235cb949c80c2a9e1d063d32fa15
Reviewed-on: https://chromium-review.googlesource.com/331461
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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01ad6445
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2016-03-03T13:53:45
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Program/ShaderGL: handle empty info logs
The GL driver can sometimes have an empty info log and return an info
log length of 0. This would cause a vector to be initialized with a
length of 0 just before it's .data() pointer was used, causing a
segfault.
BUG=angleproject:1323
Change-Id: Iaf9b569ec64a90c714a213562e427fb7cc8daa6b
Reviewed-on: https://chromium-review.googlesource.com/330197
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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d470f472
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2015-10-20T13:34:25
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Don't ASSERT shader compilation success in ShaderGL.
This assertion was useful for debugging the initial implementation but it
is becoming an issue in tryjobs where tests will hang instead of fail due
to driver bugs.
BUG=angleproject:882
Change-Id: Ib23a0d16dfe250ea175a166b5e277bf07d80a2fa
Reviewed-on: https://chromium-review.googlesource.com/307460
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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d2c52e3b
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2015-10-14T17:07:05
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Fix debug annotations and shaders.
The Program refactor inadvertantly broken Debug annotations. Fix this
by correctly passing the path to the temporary shader source in the
first "C" string argument to ShCompile, instead of as the first part
of the source string.
BUG=angleproject:1177
TEST=manual testing with MSVS
Change-Id: Ie77bb11b51645a474b542ddd2ae0f391e019e341
Reviewed-on: https://chromium-review.googlesource.com/306210
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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d4b5054d
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2015-09-28T12:19:26
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compiler: Rewrite do-while loops as while loops
This works around a Mac driver shader compiler bug that makes many
do-while loops cause GPU-hangs when ran.
BUG=angleproject:891
Change-Id: I29828d6ea9e887ad0ed0c577f1deb41fb632a900
Reviewed-on: https://chromium-review.googlesource.com/302465
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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006cbc5b
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2015-09-23T16:47:54
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Remove rx::ShaderSh and move the shared code to the GL.
The GL layer can interact with the translator directly, to query all
the active shader variables and call ShCompile.
BUG=angleproject:1159
Change-Id: I334a9bef28f93cf85dd8cac0fb8542ac567cc3ec
Reviewed-on: https://chromium-review.googlesource.com/299877
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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91445bce
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2015-09-23T16:47:53
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Make a shader Shader::Data state structure.
This design follows the similar designs for Program, Framebuffer, etc.
Because of the current design, share a mutable pointer with the Impl
so the patch becomes a bit smaller and easier to review. In a follow-
up patch we can move the shared code into the GL layer.
BUG=angleproject:1159
Change-Id: Ib243e74779f23be51cdca80f1b5c6e5f3e36059d
Reviewed-on: https://chromium-review.googlesource.com/299876
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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046e53e3
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2015-09-23T16:47:52
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Add an interm ShaderSh class.
This class logic will eventually move to the GL layer. Keep it
in the Renderer layer for now for refactoring purposes.
BUG=angleproject:1159
Change-Id: I91843099367f9a0293cc43ab98626bf79eb75ebf
Reviewed-on: https://chromium-review.googlesource.com/299875
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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83f349ea
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2015-09-23T09:50:36
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Remove CompilerImpl and merge code to gl::Compiler.
This class uses no Impl-specific code. We can also do a similar
code relocation for the gl::Shader class, but in several steps
because it is a bit more complex.
BUG=angleproject:1159
Change-Id: I4d3ce3253df0a2bdee1d98e46cfd4b999d86be6e
Reviewed-on: https://chromium-review.googlesource.com/299874
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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4cff2477
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2015-08-21T16:53:18
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Make PackedVarying a D3D-only type.
The register assignment stuff only applies to the D3D back-end.
Cleans up the GL back-ends use of PackedVarying, and will lead
to future cleanups relating to packing varyings.
BUG=angleproject:1123
Change-Id: Iaaa5fc03577e5b61ea6ae76ee1e15ad608037f34
Reviewed-on: https://chromium-review.googlesource.com/295190
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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80a6fc03
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2015-08-21T16:53:16
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Make output variables part of Program's shared data.
Also initialize this structure within Program instead of DynamicHLSL.
This should have benefits for other back-ends. Also these variables
weren't being serialized and de-serialized with the program binary,
which could mess up WebGL apps that use MRT.
BUG=angleproject:1123
Change-Id: Ic0dd4840f26441a1bee8527dfa178b24daf82f8a
Reviewed-on: https://chromium-review.googlesource.com/294571
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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6db25f15
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2015-05-27T15:15:41
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Always init gl_Position in vertex shaders in ShaderGL.
Fixes:
* conformance/glsl/misc/empty_main.vert.html
* conformance/glsl/misc/gl_position_unset.vert.html
BUG=angleproject:882
Change-Id: I92a465b58f319b14e4f697d9bb5b45427a6247c0
Reviewed-on: https://chromium-review.googlesource.com/273548
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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295ed4c4
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2015-02-20T09:58:25
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Implement ShaderGL.
BUG=angle:882
Change-Id: I1a8c7b551b308c9362e56ce564ebde7d579c05a3
Reviewed-on: https://chromium-review.googlesource.com/251541
Reviewed-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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f9a6f084
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2015-01-22T13:32:49
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Add GL and WGL renderer stubs.
BUG=angle:890
Change-Id: I64f2a72b4a350f95acc2ca7080fea1a308422ca4
Reviewed-on: https://chromium-review.googlesource.com/242573
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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