|
e0a28ba4
|
2020-01-14T09:44:27
|
|
Add blendable checks to GL_EXT_color_buffer_float
The GL_EXT_color_buffer_float spec
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_color_buffer_float.txt
mentions that some of the formats must be blendable:
"Blending applies only if the color buffer has a fixed-point or
floating-point format. If the color buffer has an integer format,
proceed to the next operation. Furthermore, an INVALID_OPERATION
error is generated by DrawArrays and the other drawing commands
defined in section 2.8.3 (10.5 in ES 3.1) if blending is enabled
and any draw buffer has 32-bit floating-point format components."
So any non 32-bit floating-point must be blendable.
Bug: angleproject:4291
Change-Id: I850fb13b71e4ad03fd07e2a265896c9106bc0ce1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2001478
Commit-Queue: Alexis Hétu <sugoi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
920ef28a
|
2020-01-15T15:26:17
|
|
Fix FL10_0 multisampling
The last render-to-texture commit broke FL10_0 multisampling by
unconditionally asking for D3D11_STANDARD_MULTISAMPLE_PATTERN
quality setting.
Per the documentation on
https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels
applications can only request the standard multisample pattern on
feature levels 10_1 and above.
For feature levels 10_0 and below, we'll stick with asking for a
quality level of 0 like the code previous did.
Bug: chromium:1036367
Change-Id: I0dd7704cf144ebce952e1f7d5e148d3382891aed
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2003238
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
5eadaf85
|
2020-01-13T17:21:53
|
|
Fix and improve UWP build.
Reorganizes the build files to work with a more divided setup. It is
unclear if we'll ever be able to run tests in a UWP config. This at
least sets up the organization so it would at some point be possible.
Bug: angleproject:4182
Change-Id: I49dddfcdc0118b11466fe171f949c28d101ac6a2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1953484
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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|
d36780ba
|
2020-01-02T12:28:26
|
|
Fix UWP build
Bug: angleproject:4246
Change-Id: Ifcbb6fe51ee2df6baf86a308de74bab640ded834
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1982632
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
1fdf6ca5
|
2019-12-31T14:25:35
|
|
D3D11: Restrict to translate uniform block to StructuredBuffer
Only translate uniform block to StructuredBuffer when system is
Windows 10 and later.
Bug: angleproject:3682
Change-Id: I27e3f4503392791883a44e1d486ffe9512e04bd8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1984863
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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|
0af8b596
|
2019-09-03T16:24:45
|
|
D3D11: Translate uniform blocks to StructuredBuffer when necessary
fxc exhibits slow compile performance with dynamic cbuffer indexing.
So when a uniform block contains only one large array member, which is
an array of structures, translate this uniform block to
a StructuredBuffer instead.
Bug: angleproject:3682
TEST=angle_end2end_tests.UniformBufferTest.*
Change-Id: Ife80dba8aae65b761737e095895e00a570230f88
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1782046
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
816132a3
|
2019-12-17T15:47:09
|
|
Do not send attribute data for built-ins
Built-ins (e.g. gl_VertexID or gl_InstanceID) were settings dirty bits
in the driver's ActiveAttribLocationsMask which would later cause
the Vulkan back-end to issue bind commands on these built-in attributes
that don't have / need anything bound.
Test:
angle_deqp_khr_gles31_tests --use-angle=swiftshader --gtest_filter=dEQP.KHR_GLES31/core_shader_storage_buffer_object_advancedswitchBuffersvs
Bug: angleproject:4107
Change-Id: Id1f1c6699d512d0726b22d9bb0c16abad179950d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1972200
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
|
|
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>
|
|
d50151d3
|
2019-12-17T13:57:12
|
|
Move Serial utils to their own file.
This will let the front-end access them without pulling in the rest
of renderer_utils. The Serial class in particular will be useful for
capture/replay.
Also adds a very minimal unit test.
Bug: angleproject:4223
Change-Id: I9e63b8a8227a245b20a8f024b960fcf60c7840db
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954611
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
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|
6381d7f1
|
2019-12-10T23:19:23
|
|
Vulkan: Avoid linear search in shader on varying location assignment
Glslang wrapper was trying to identify whether the varying is declared
in each of the out/in shaders by looping through the macro symbols that
need replacement.
This change instead adds stage information to PackedVarying assigned
when collecting varyings. Glslang wrapper then simply tests the
bitfield for the stages of interest.
Bug: angleproject:3571
Change-Id: I29614e3e62d7df88e413c1732ac04e24243f167a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954677
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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|
5f857839
|
2019-12-04T15:30:50
|
|
Improve current multisampled renderbuffer/texture support
This is split off from a change to implement multisampled textures for
the Vulkan back-end, and will come before that change. The changes
include:
- Make a common utility rx::GetSamplePosition() function. D3D11 and
Vulkan use the same standard sample positions/locations for 1, 2, 4,
8, and 16 samples. The D3D11 back-end has a utility function for
this, which is being moved to a common location--for use by both the
D3D11 and Vulkan back-ends.
- Texture::setStorageMultisample() handles converting the "requested number of
samples" to the actual number of samples used (e.g. converting 3 to 4),
supported by the underlying back-end). The actual number used is stored in
gl::TextureState::mImageDescs, for use by other GLES commands.
- Change some end2end tests to not make assumptions about the supported number
of samples, but to properly query what is supported.
Bug: angleproject:3565
Bug: angleproject:4196
Change-Id: I1dc12fedd0f8fb4975f90d87486e443b069b7141
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1948535
Commit-Queue: Ian Elliott <ianelliott@google.com>
Reviewed-by: Ian Elliott <ianelliott@google.com>
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|
a654d351
|
2019-12-02T18:12:24
|
|
Turn on fboRenderMipmap for D3D11
Bug: 1023747
Change-Id: I8ca320432aad663e2a6d70f494692df518376258
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1947710
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shrek Shao <shrekshao@google.com>
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|
f0f46772
|
2019-12-03T10:21:58
|
|
D3D9: Log the exact error code generated by D3D9 device creation.
BUG=1029091
Change-Id: I552627dd18d0d5b48c02bff12c9368c724a65f54
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1947448
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
e4ac2ff3
|
2019-11-28T16:30:15
|
|
GL: Make GL_EXT_texture_format_BGRA8888 enableable.
Disable returning BGRA as an implementation read format unless
GL_EXT_texture_format_BGRA8888 is exposed. WebGL doesn't support this extension
and returning BGRA as an implementation read format is invalid.
TEST=functional/gles3/negativebufferapi.html
TEST=functional/gles3/integerstatequery.html
BUG=angleproject:4179
Change-Id: I313721f09da0e455128b88b129bd34338d47af73
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1943407
Reviewed-by: James Darpinian <jdarpinian@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
47a1fda2
|
2019-12-02T09:23:45
|
|
D3D: Log why a renderer fails to initialize.
BUG=1029091
Change-Id: I80a69f5d5294522d7229976f41ba5a61a6c2724d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1945891
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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|
a825eb70
|
2019-11-21T11:37:17
|
|
Implement BaseVertex draw calls for Vulkan, OpenGL, NULL contexts.
This adds support for the following functions:
- glDrawElementsBaseVertex
- glDrawRangeElementsBaseVertex
- glDrawElementsInstancedBaseVertex
Bug: angleproject:3582
Bug: angleproject:3402
Bug: angleproject:4166
Change-Id: I83770f62e3a918c0965fd4ca8c7d9e598b8b4154
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1929083
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
4c7db77e
|
2019-10-31T15:42:31
|
|
Vulkan: Set limitation on maxComputeWorkGroupCount
According to Table 20.45 and Chapter 17 in the ES 3.1 spec, MAX_COMPUTE_WORK_GROUP_COUNT
is get as a GLint by using GetIntegeri_v. However, it is an unsigned integer
in the Vulkan. It needs to set limitation on maxComputeWorkGroupCount[] during
translating.
1. Change the data type to GLint stored in Caps.
2. Ensure that the limitation is set during initialization.
3. Add workaround for angleproject:4120
Bug: angleproject:4066
Change-Id: I1659ba1d560e30b9599cace0feeab8a18890c3ff
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1890586
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Ian Elliott <ianelliott@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f9c3eaf4
|
2019-11-19T15:19:04
|
|
Add ability to disable all ANGLE features
Chrome has a --disable-gpu-driver-bug-workarounds flag that needs to be
able to be forwarded to ANGLE
Bug: 1016377
Change-Id: Ied6c8656742e25c32d508b8bfe76a902d82bcf93
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1925249
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
3b43647f
|
2019-11-15T14:17:55
|
|
EXT_multisampled_render_to_texture clean up and prep for 2DMultisampleArray.
1) Added new Multisampled Image Index. For the upcoming
multisampled array case, we cannot automatically create the same
MS image index during resolve. So the correct MS image index is created and
saved during the initial creation of the MS Texture. It seems to be more
streamlined as well, only creating the MS image index once, and not using
hardcoded values to get the subresourceIndex.
2) reordering resolveTextureHelper to remove duplicated code.
Bug: angleproject:3107
Change-Id: Ifd91136a64efb5e7bd296e09cd876a6e6eb8e77e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1919555
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
240befe5
|
2019-11-15T14:40:31
|
|
Add support for gl_HelperInvocation
Added HelperInvocation to builtin_variables.json, regenerate the codegen
portions of compiler, and plumb support for HelperInvocation through the
rest of the compiler.
Skipping some fails on Android and Swiftshader for this initial change and
will debug/fix those issues in a follow-on.
Bug: angleproject:4110
Change-Id: I781a2782ace84200bc615a2cc26b908a62e2aa26
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1922061
Commit-Queue: Tobin Ehlis <tobine@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a829c0b9
|
2019-11-14T16:49:02
|
|
Expose EGL_CHROMIUM_sync_control via GLX_OML_sync_control
On GLX, we can expose the EGL_CHROMIUM_sync_control extension by
forwarding to GLX_OML_sync_control when it's available. This will help
with accurate vsync times for Chrome
Bug: 1020252
Change-Id: I9b1e8cf0f8b1a548cc7cc7202fac2d0cdb01d74d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1918104
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
5f4db6a7
|
2019-11-11T14:52:37
|
|
Fix performance issue with EXT_multisampled_render_to_texture
Adding a dirty flag to the mMSTexInfo struct so that the multisampled
texture does not get unnecessarily resolved on each call.
Bug: chromium:1019199
Change-Id: Ia9b24cd0a7f2d82f83f20f7e60f9f2b23383ec6f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1910531
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f7b3a2ac
|
2019-11-04T15:51:51
|
|
Fix d3d9 intel gpu fail to create image surface issue
Set allowClearForRobustResourceInit to true on D3D9 backend,
which fixes clients report issues where unity web app throws
`Fail to create image surface` error on integrated-intel gpu
Bug: chromium:1011627, chromium:1017076
Change-Id: I733434123a8c34671b1a33b87017367baec5623c
TBR=geofflang@chromium.org
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1898701
Reviewed-by: Shrek Shao <shrekshao@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
67527cb4
|
2019-10-25T13:47:55
|
|
Fix compilation on UWP targets.
Bug: angleproject:4053
Change-Id: Iaa358c8ce61d0ebaae11672bfb6dac2d3e847be1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1881343
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6f23b4b7
|
2019-09-03T20:04:28
|
|
Fix MinGW include: s/VersionHelpers.h/versionhelpers.h/
Bug: angleproject:4050
Change-Id: I7d6ac948479b499df4fb4f734fc0d9abd40bb455
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1880451
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a6206854
|
2019-10-24T12:55:09
|
|
Enable "-Wmissing-field-initializers".
This is another warning required by Skia. This one didn't find
anything that surprising. Enabling the warning does help enforce
code consistency and avoids a bit of possible undefined behaviour.
Bug: angleproject:4046
Change-Id: Ifec7f4afad49cd820bf3c0a79df3f46559473ee2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1877477
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
859ca039
|
2019-10-24T12:55:08
|
|
Enable "-Wshadow-field".
This warning verifies we don't give variables names that shadow
fields. This is another good warning to enable that Skia requires.
This CL also fixes a small number of points in code that used this
bad pattern. We have to disable the warning for Glslang for now.
Bug: angleproject:4046
Change-Id: I072a686e3023b60cfafa778525fe712ce1fb5a50
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1877476
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9122bec2
|
2019-10-21T11:03:48
|
|
Fix EXT_multisample_render_to_texture perf regression
EXT_multisampled_render_to_texture was causing perf
degradation through multiple unnecessary creation/destruction
of the shadow multisampled texture. This is solved by keeping around
the multisampled texture, so both will be available.
Bug: chromium:1015031
Change-Id: I44deee67c02c19bc8749d3ed0d45661f52902e72
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1872618
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ae1b7786
|
2019-10-16T16:42:53
|
|
Fix ANGLE_FEATURE_CONDITION style issue
Macro should end with a ;
Bug: angleproject:3976
Change-Id: I4aaa146464d9d7e6230a3de44c30cfd1179a89ae
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1864620
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a0b064d0
|
2019-10-15T15:16:22
|
|
Disabling multisampled_render_to_texture extension if renderer is ADRENO.
Skia roll breaking for:
Test-Win10-MSVC-LenovoYogaC630-GPU-Adreno630-arm64-Debug-All-ANGLE.
Bug: angleproject:4007
Change-Id: I5ba1047540c02d27e05425b7af347207500b3682
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1863741
Commit-Queue: Mingyu Hu <mihu@microsoft.com>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
81ab9c90
|
2019-08-02T07:11:16
|
|
Use image upload workaround for Intel Ivy Bridge with D3D11 renderer.
Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1578910
Bug: angleproject:3980
Change-Id: Ia14c5afd989365975bc57b303e59b4ef7669d522
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1845664
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
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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>
|
|
a5f5e777
|
2019-10-10T21:21:51
|
|
D3D11: Fix warning that showed up in VS2019.
Was related to the new D3D11on12 code.
Bug: angleproject:3986
Change-Id: I801b816c620a7307ee5a236856949866a8daf747
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1854720
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6e653981
|
2019-10-09T15:19:02
|
|
Added PVRTC compression extension needed for Metal on iOS.
Bug: angleproject:2634
Change-Id: I413f754fe5551b1e248bc2b824b327b92d8c70f9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1849076
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5d9c4ee3
|
2019-09-17T15:36:25
|
|
Add D3D11on12 device option
This CL adds a new D3D11on12 device option which runs the D3D11
API on top of D3D12. This is done to aid in preliminary
investigations into the feasibility of creating a full D3D12
backend implementation.
Bug: angleproject:3919
Change-Id: I0ad4250eb3c93b0b74274c904aac74f03753c7ad
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1814404
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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2fa9d734
|
2019-10-07T16:35:38
|
|
Partially Revert "Convert DXT1 RGB data to DXT3 RGBA when uploading to the GPU."
This reverts commit e6582161b04beaa368f3081897912ede89d7800d.
Remove the DXT1->DXT3 transcoding but leave in the MacOS workarounds for fixing
the alpha channel of DXT1 textures.
BUG=angleproject:3729
Change-Id: Ib276c1e4a58155866da8c661cba2063a4e4304fe
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1846015
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
8e7d9d6c
|
2019-10-04T18:19:32
|
|
Add EGL_ANGLE_device_cgl extension.
Supports querying the CGLContextObj and CGLPixelFormatObj associated
with ANGLE's underlying OpenGL context on macOS.
Minor refactorings to implementation of device attribute queries on
all platforms.
Bug: angleproject:3973
Change-Id: I24341668be4cbfed0b7f2df4c1402df1effe275e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1846733
Commit-Queue: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a787b618
|
2019-10-03T12:59:12
|
|
D3D11: Buffers larger than MAX_UNIFORM_BLOCK_SIZE
We had clamped all UBOs to MAX_UNIFORM_BLOCK_SIZE, when D3D11
allows the underlying buffer to be larger as long as each UBO
binding is still within the max.
Bug: 906683
Bug: angleproject:3388
Change-Id: Id5536302dd73a41c0882fddd77e94f4503f00730
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1837356
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
7dd03446
|
2019-09-30T13:50:12
|
|
Ensure Features* descriptions stay up to date
Created a macro to help keep Features' descriptions up to date. This
will avoid confusion in the future when conditions change. Also update
all descriptions to match current state.
Bug: angleproject:3947
Change-Id: Ifc65e7789c916fab79f1323798dfb59d7a4efad2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1829584
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
11dc1635
|
2019-09-18T14:46:23
|
|
Add support for generating UWP (Windows Store) projects again
Until late 2017, ANGLE supported Windows Store apps on Windows 8.1,
Windows Phone 8.1, and Windows 10 (via the Universal Windows
Platform, aka UWP).
Unfortunately ANGLE deprecated support for Windows Store when it
switched from GYP to GN in 2017. Since then, users have been able
to use Microsoft\angle for their UWP apps but this isn't ideal since
it's based on a 2017 copy of Google\angle.
This PR bring back support for UWPs, so that UWP users can use
Google\angle again. Specifically it:
- Adds support for generating UWP projects via GN
- Adds helper/util functions specific to UWP (they're mostly
similar to the desktop Windows helpers)
- Fixes some existing Windows Store code that's rotted since 2017
- Disables async shader compilation for UWPs, since its
implementation calls wait on the UI thread (which is forbidden
in UWPs)
- Renames 'ANGLE_ENABLE_WINDOWS_STORE' to
'ANGLE_ENABLE_WINDOWS_UWP', since ANGLE only support UWPs now
- Fixes misc other related issues (such as dependencies on D3D9
headers in API-agnostic code)
Note that this doesn't bring back support for Windows/Phone 8.1.
BUG=angleproject:3922
Change-Id: Ia79ae05a5e0e0a0625eb633bf1928722dfd3e85f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1811871
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
e6582161
|
2019-09-16T12:39:18
|
|
Convert DXT1 RGB data to DXT3 RGBA when uploading to the GPU.
DXT1 has a specific 'BLACK' code that results in transparent black pixels when
sampled. D3D does not have specific RGB-only DXT1 formats like OpenGL does so
when this code is encountered, we sample 0 alpha for these pixels when GL would
expect 1 because the alpha channel should not exist.
Work around this by converting to DXT3 RGBA, adding an extra block of 1.0 alpha
pixels for each color block.
Mac Intel OpenGL requires additional workarounds to always sample 1.0 alpha.
Set the texture swizzle parameters to force it.
BUG=angleproject:3729
Change-Id: Ia3647085acd97bb01af4e95ef3f6f21dcfb6a554
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1804880
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Ian Elliott <ianelliott@google.com>
|
|
bf4268a3
|
2019-09-17T13:33:56
|
|
Fix misc VS2019 bool conversion warnings
BUG=angleproject:3921
Change-Id: I06de5131f98b27c2556ed60dd7228c9cfa154802
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1811858
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b5560486
|
2019-08-30T17:09:04
|
|
BaseInstance VertexAttribDivisor fix
Add tests not using gl_InstanceID/gl_BaseInstance but set
vertexAttribDivisor which implicitly reference base instance value.
Add fixes and workarounds based on this change.
Bug: chromium:891861, angleproject:3402
Change-Id: I2d93c181029f4ca1741f244363568096964d6b19
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1779350
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
790abf03
|
2019-08-28T13:57:52
|
|
Vulkan: Support program interface queries for inputs
Program interface queries are a generic way to query attributes of
the program like uniforms, samplers, attributes, etc. This change
supports those queries for program inputs.
Bug: angleproject:3596
Test: dEQP-GLES31.functional.program_interface_query.*
Test: ProgramInterfaceTest.cpp
Change-Id: Ie904274f4efd87357256f559b69e148e8eda6119
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1775458
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
c1af9abf
|
2019-08-28T14:35:32
|
|
Add support for overriding internal format for D3D11 texture EGLImages
Add an optional EGL_D3D11_TEXTURE_FORMAT_ANGLE attribute that is the
GL internal format to use for EGLImage being created. This will be used
for RGB emulation of swap chain texture backed WebGL contexts in Chrome
when they have alpha:false set. Without RGB emulation it is possible to
observe side-effects of the underlying swap chain being RGBA such as
reading/writing the alpha channel, BlitFramebuffer working/not working
when expected, etc.
Also document creating EGLImages from D3D11 textures in the existing
EGL_ANGLE_d3d_texture_client_buffer extension along with RGB emulation.
Bug: chromium:699566, chromium:939657
Change-Id: I4931cb7bdc46e9bc6debd56b79ecc10ea27bd78b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1777099
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
|
|
90a58622
|
2019-09-04T15:39:58
|
|
Refactor ShaderVariable to Remove Specializations
The following structs are being refactored and moved into the parent
struct ShaderVariable:
VariableWithLocation
Uniform
Attribute
OutputVariable
InterfaceBlockField
Varying
Bug: angleproject:3899
Test: CQ
Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
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>
|
|
050b124d
|
2019-06-30T03:26:18
|
|
Reland "Vulkan: Debug overlay"
This is a reland of e54d0f90d1a165404236fd7abd1b05ddd041a686
This was reverted due to a build failure as a result of a missing
virtual destructor in the widget base class.
Original change's description:
> Vulkan: Debug overlay
>
> A debug overlay system for the Vulkan backend designed with efficiency
> and runtime configurability in mind. Overlay widgets are of two
> fundamental types:
>
> - Text widgets: A single line of text with small, medium or large font.
> - Graph widgets: A bar graph of data.
>
> Built on these, various overlay widget types are defined that gather
> statistics. Five such types are defined with one widget per type as
> example:
>
> - Count: A widget that counts something. VulkanValidationMessageCount
> is an overlay widget of this type that shows the number of validation
> messages received from the validation layers.
> - Text: A generic text. VulkanLastValidationMessage is an overlay
> widget of this type that shows the last validation message.
> - PerSecond: A value that gets reset every second automatically. FPS is
> an overlay widget of this type that simply gets incremented on every
> swap().
> - RunningGraph: A graph of last N values. VulkanCommandGraphSize is an
> overlay of this type. On every vkQueueSubmit, the number of nodes in
> the command graph is accumulated. On every present(), the value is
> taken as the number of nodes for the whole duration of the frame.
> - RunningHistogram: A histogram of last N values. Input values are in
> the [0, 1] range and they are ranked to N buckets for histogram
> calculation. VulkanSecondaryCommandBufferPoolWaste is an overlay
> widget of this type. On vkQueueSubmit, the memory waste from command
> buffer pool allocations is recorded in the histogram.
>
> Overlay font is placed in libANGLE/overlay/ which gen_overlay_fonts.py
> processes to create an array of bits, which is processed at runtime to
> create the actual font image (an image with 3 layers).
>
> The overlay widget layout is defined in overlay_widgets.json which
> gen_overlay_widgets.py processes to generate an array of widgetss, each
> of its respective type, and sets their properties, such as color and
> bounding box. The json file allows widgets to align against other
> widgets as well as against the framebuffer edges.
>
> Two compute shaders are implemented to efficiently render the UI:
>
> - OverlayCull: This shader creates a bitset of Text and Graph widgets
> whose bounding boxes intersect a corresponding subgroup processed by
> OverlayDraw. This is done only when the enabled overlay widgets are
> changed (a feature that is not yet implemented) or the surface is
> resized.
> - OverlayDraw: Using the bitsets generated by OverlayCull, values that
> are uniform for each workgroup (set to be equal to hardware subgroup
> size), this shader loops over enabled widgets that can possibly
> intersect the pixel being processed and renders and blends in texts
> and graphs. This is done once per frame on present().
>
> Currently, to enable overlay widgets an environment variable is used.
> For example:
>
> $ export ANGLE_OVERLAY=FPS:VulkanSecondaryCommandBufferPoolWaste
> $ ./hello_triangle --use-angle=vulkan
>
> Possible future work:
>
> - On Android, add settings in developer options and enable widgets based
> on those.
> - Spawn a small server in ANGLE and write an application that sends
> enable/disable commands remotely.
> - Implement overlay for other backends.
>
> Bug: angleproject:3757
> Change-Id: If9c6974d1935c18f460ec569e79b41188bd7afcc
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1729440
> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Bug: angleproject:3757
Change-Id: I47915d88b37b6f882c686c2de13fca309a10b572
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1780897
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
fc58af47
|
2019-09-02T07:46:44
|
|
Revert "Vulkan: Debug overlay"
This reverts commit e54d0f90d1a165404236fd7abd1b05ddd041a686.
Reason for revert: causes compile failure on Linux CFI bot.
Sample build: https://ci.chromium.org/p/chromium/builders/ci/Linux%20CFI/14810
Sample log: https://logs.chromium.org/logs/chromium/buildbucket/cr-buildbucket.appspot.com/8903575125463586160/+/steps/compile/0/stdout?format=raw
Original change's description:
> Vulkan: Debug overlay
>
> A debug overlay system for the Vulkan backend designed with efficiency
> and runtime configurability in mind. Overlay widgets are of two
> fundamental types:
>
> - Text widgets: A single line of text with small, medium or large font.
> - Graph widgets: A bar graph of data.
>
> Built on these, various overlay widget types are defined that gather
> statistics. Five such types are defined with one widget per type as
> example:
>
> - Count: A widget that counts something. VulkanValidationMessageCount
> is an overlay widget of this type that shows the number of validation
> messages received from the validation layers.
> - Text: A generic text. VulkanLastValidationMessage is an overlay
> widget of this type that shows the last validation message.
> - PerSecond: A value that gets reset every second automatically. FPS is
> an overlay widget of this type that simply gets incremented on every
> swap().
> - RunningGraph: A graph of last N values. VulkanCommandGraphSize is an
> overlay of this type. On every vkQueueSubmit, the number of nodes in
> the command graph is accumulated. On every present(), the value is
> taken as the number of nodes for the whole duration of the frame.
> - RunningHistogram: A histogram of last N values. Input values are in
> the [0, 1] range and they are ranked to N buckets for histogram
> calculation. VulkanSecondaryCommandBufferPoolWaste is an overlay
> widget of this type. On vkQueueSubmit, the memory waste from command
> buffer pool allocations is recorded in the histogram.
>
> Overlay font is placed in libANGLE/overlay/ which gen_overlay_fonts.py
> processes to create an array of bits, which is processed at runtime to
> create the actual font image (an image with 3 layers).
>
> The overlay widget layout is defined in overlay_widgets.json which
> gen_overlay_widgets.py processes to generate an array of widgetss, each
> of its respective type, and sets their properties, such as color and
> bounding box. The json file allows widgets to align against other
> widgets as well as against the framebuffer edges.
>
> Two compute shaders are implemented to efficiently render the UI:
>
> - OverlayCull: This shader creates a bitset of Text and Graph widgets
> whose bounding boxes intersect a corresponding subgroup processed by
> OverlayDraw. This is done only when the enabled overlay widgets are
> changed (a feature that is not yet implemented) or the surface is
> resized.
> - OverlayDraw: Using the bitsets generated by OverlayCull, values that
> are uniform for each workgroup (set to be equal to hardware subgroup
> size), this shader loops over enabled widgets that can possibly
> intersect the pixel being processed and renders and blends in texts
> and graphs. This is done once per frame on present().
>
> Currently, to enable overlay widgets an environment variable is used.
> For example:
>
> $ export ANGLE_OVERLAY=FPS:VulkanSecondaryCommandBufferPoolWaste
> $ ./hello_triangle --use-angle=vulkan
>
> Possible future work:
>
> - On Android, add settings in developer options and enable widgets based
> on those.
> - Spawn a small server in ANGLE and write an application that sends
> enable/disable commands remotely.
> - Implement overlay for other backends.
>
> Bug: angleproject:3757
> Change-Id: If9c6974d1935c18f460ec569e79b41188bd7afcc
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1729440
> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
TBR=geofflang@chromium.org,syoussefi@chromium.org,jmadill@chromium.org
Bug: angleproject:3757
Change-Id: Ib08e2e7b1a9449ca097673acb11655df5d2bbf31
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1778862
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e54d0f90
|
2019-06-30T03:26:18
|
|
Vulkan: Debug overlay
A debug overlay system for the Vulkan backend designed with efficiency
and runtime configurability in mind. Overlay widgets are of two
fundamental types:
- Text widgets: A single line of text with small, medium or large font.
- Graph widgets: A bar graph of data.
Built on these, various overlay widget types are defined that gather
statistics. Five such types are defined with one widget per type as
example:
- Count: A widget that counts something. VulkanValidationMessageCount
is an overlay widget of this type that shows the number of validation
messages received from the validation layers.
- Text: A generic text. VulkanLastValidationMessage is an overlay
widget of this type that shows the last validation message.
- PerSecond: A value that gets reset every second automatically. FPS is
an overlay widget of this type that simply gets incremented on every
swap().
- RunningGraph: A graph of last N values. VulkanCommandGraphSize is an
overlay of this type. On every vkQueueSubmit, the number of nodes in
the command graph is accumulated. On every present(), the value is
taken as the number of nodes for the whole duration of the frame.
- RunningHistogram: A histogram of last N values. Input values are in
the [0, 1] range and they are ranked to N buckets for histogram
calculation. VulkanSecondaryCommandBufferPoolWaste is an overlay
widget of this type. On vkQueueSubmit, the memory waste from command
buffer pool allocations is recorded in the histogram.
Overlay font is placed in libANGLE/overlay/ which gen_overlay_fonts.py
processes to create an array of bits, which is processed at runtime to
create the actual font image (an image with 3 layers).
The overlay widget layout is defined in overlay_widgets.json which
gen_overlay_widgets.py processes to generate an array of widgetss, each
of its respective type, and sets their properties, such as color and
bounding box. The json file allows widgets to align against other
widgets as well as against the framebuffer edges.
Two compute shaders are implemented to efficiently render the UI:
- OverlayCull: This shader creates a bitset of Text and Graph widgets
whose bounding boxes intersect a corresponding subgroup processed by
OverlayDraw. This is done only when the enabled overlay widgets are
changed (a feature that is not yet implemented) or the surface is
resized.
- OverlayDraw: Using the bitsets generated by OverlayCull, values that
are uniform for each workgroup (set to be equal to hardware subgroup
size), this shader loops over enabled widgets that can possibly
intersect the pixel being processed and renders and blends in texts
and graphs. This is done once per frame on present().
Currently, to enable overlay widgets an environment variable is used.
For example:
$ export ANGLE_OVERLAY=FPS:VulkanSecondaryCommandBufferPoolWaste
$ ./hello_triangle --use-angle=vulkan
Possible future work:
- On Android, add settings in developer options and enable widgets based
on those.
- Spawn a small server in ANGLE and write an application that sends
enable/disable commands remotely.
- Implement overlay for other backends.
Bug: angleproject:3757
Change-Id: If9c6974d1935c18f460ec569e79b41188bd7afcc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1729440
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2c5d48a6
|
2019-08-23T09:28:35
|
|
Use FramebufferID in place of GLuint handle
Bug: angleproject:3804
Change-Id: I5e1b5f1903b05a91468379e00ec130802315cdc2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769039
Reviewed-by: Jiacheng Lu <lujc@google.com>
Commit-Queue: Jiacheng Lu <lujc@google.com>
|
|
5d27a696
|
2019-08-13T11:29:07
|
|
Support separable shader programs
The spec states:
Shader stages including vertex shaders, fragment shaders, and compute
shaders...A single program object can contain all of these shaders, or
any subset thereof.
This change allows shader programs without a fragment shader. The
biggest driver of this change is dEQP since a large number of tests
create shader programs without a fragment shader.
Bug: angleproject:3803
Test: dEQP-GLES31.functional.program_interface_query
Change-Id: Id6cb098c62a1489a14b9ec1b31bd4cd59f655e49
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1752010
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
cd31f286
|
2019-06-25T14:22:41
|
|
Implement Draw base vertex and base instance functions
This patch implements functionality of glDrawArraysInstancedBaseInstanceANGLE,
glDrawElementsInstancedBaseVertexBaseInstanceANGLE,
glMultiDrawArraysInstancedBaseInstanceANGLE,
and glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE
Workaround for OpenGL driver on Mac:
gl_VertexID on Mac with AMD GPU doesn't include baseVertex value.
So replace gl_VertexID with (gl_VertexID + angle_BaseVertex) if any.
Workaround for Vulkan GLSL:
gl_InstanceIndex on Vulkan includes baseInstance. So replace
gl_InstanceIndex with (gl_InstanceIndex - angle_BaseInstance) when
angle_BaseInstance is declared.
Bug: chromium:891861, angleproject:3402
Change-Id: Ia1d94b5d4d7da7e635468c05c962c4f7eb1b1919
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1750126
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
0aa11026
|
2019-08-23T13:13:33
|
|
Only log D3D11 annotations from the thread used to initialize the annotator.
Chrome makes some ANGLE calls from multiple threads for initializing WebXR
buffers which breaks the assumption that DebugAnnotator11 is only called from a
single thread. Work around this by only allowing DebugAnnotator11 to log
annotations from the thread used to initialize it.
BUG=995888
BUG=972914
Change-Id: I2241e078031633cafea470f85b7b1ecf1fba8466
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769057
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
1d5aaa6c
|
2019-08-06T11:20:13
|
|
Vulkan: support dynamic indices in array of arrays
Expands existing struct-sampler rewrite to flatten arrays of arrays.
This allows us to support dynamically-uniform array indexing, which is
core in ES 3.2.
Samplers inside (possibly nested) structs are broken apart as before,
and then if the type resulting from merging the array sizes of the field
and its containing structs is an array of array, the array is flattened.
Also adds an offset parameter to functions taking in arrays to account
for this translation.
As a result of outer array sizes leaking into function signatures,
functions taking arrays of different sizes are duplicated according to
how the function is invoked.
Bug: angleproject:3604
Change-Id: Ic9373fd12a38f19bd811eac92e281055a63c1901
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1744177
Commit-Queue: James Dong <dongja@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
13cc0fce
|
2019-08-02T07:11:16
|
|
Fix occasional corruption of vertex textures in HD4600 GPUs.
This appears to be caused by the UpdateSubResource call,
which is worked around by enabling the other image upload
path that ANGLE supports.
The workaround doesn't include a driver version, since the
bug is occurring in the most recent driver that is currently
available (15.40.42.5063, released 19th Mar 2019).
Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1562462
Change-Id: I5135dcf6da6ef530c99124a04003d54f99e4cd7c
Bug: angleproject:3764
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1731975
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
cdecd97c
|
2019-06-25T14:22:41
|
|
Add Draw base vertex and base instance function entrypoints
Split from https://chromium-review.googlesource.com/c/angle/angle/+/1705035/27
This patch adds entrypoints glDrawArraysInstancedBaseInstanceANGLE,
glDrawElementsInstancedBaseVertexBaseInstanceANGLE,
glMultiDrawArraysInstancedBaseInstanceANGLE,
and glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE
Implementation will come in a later separate patch.
Bug: chromium:891861, angleproject:3402
Change-Id: I18e19b850cddd79be4798b9ae7efe0680a050c7f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1750125
Commit-Queue: Shrek Shao <shrekshao@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
ba72f9a9
|
2019-08-07T15:38:07
|
|
Avoid calling debug annotator during D3D shader compilation
In Renderer11::compileToExecutable and HLSLCompiler::compileToBinary.
Because they are called from a worker thread, there are problems with
D3D debug annotator being accessed from multiple threads.
Previous fix to guard annotator accesses by a mutex reduced flakiness,
but not completely, maybe due to a D3D erroneously thinking there is
multithreaded access while there is none.
Bug: angleproject:3780
Change-Id: I8beea76b6d21f3378462992bbfab916c9db6b1ef
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1742642
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
4c833efb
|
2019-07-11T11:29:35
|
|
Vulkan: Enable sampler objects
This is the initial implementation to get GLES3.0 Sampler Objects
working on the Vulkan backend.
When samplers are dirty, a corresponding Vulkan sampler object will be
created with associated state and textures are flagged as dirty anytime
sampler bindings change.
Then when handling textures dirty, any bound sampler objects are pulled
from active texture units. When sampler objects are bound, their state
is used instead of the built-in texture's sampler state.
This change also adds a test that uses the same texture object with
different sampler objects to test a corner case that dEQP misses.
Bug: angleproject:3208
Change-Id: I643d9c9d5cb92fecc02dad815a07bcf349534c70
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1706897
Commit-Queue: Tobin Ehlis <tobine@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
31ab533e
|
2019-07-19T15:31:01
|
|
Sampler::syncState now returns angle::Result
This is a foundational refactor in preparation for implementing sampler
objects in the Vulkan backend.
Bug: angleproject:3208
Change-Id: I5970f141d3f825aee1f8b713be8e162c7d0f8bbe
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1710961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Tobin Ehlis <tobine@google.com>
|
|
22ec7dc9
|
2019-08-06T10:10:52
|
|
Remove all global constructors and exit time destructors.
WebKit compiles with -Wglobal-constructors, so they want this. I decided
to do -Wexit-time-destructors at the same time.
Bug: angleproject:3439
Bug: angleproject:1459
Change-Id: I4b44ae4f8e6f066e07dc7f9f6ced9a5d49dc8f8a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1738438
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
990990b4
|
2019-07-31T18:00:59
|
|
Fix memory leak in Renderer11::getD3DTextureInfo
If the device for the texture does not match mDevice, we early out of
the method without releasing textureDevice.
Fixed by adding DynamicCastComObjectToComPtr and using angle::ComPtr
Bug: angleproject:3761
Change-Id: Id4ef9231f8a91c30e326520132af693d51047c7d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1730175
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
3e493c48
|
2019-07-29T16:27:01
|
|
Vulkan: Optimize memory allocation offset rounding
Use bit operation to compute memory alignment round up.
Tested with T-Rex, hotspot in roundUp resolved.
Bug: angleproject:3744
Change-Id: I55db941f588401a1d2d3d93f4d6b810e6b1aa95f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1725118
Commit-Queue: Jiacheng Lu <lujc@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
3a36f306
|
2019-07-19T12:43:22
|
|
Always set matrix uniform to dirty when it updates
Remove the dirty checking of matrix uniform update at frontend and
always let backend update whenever glUniformMatrix* is called. Profiled
with UniformsBenchmark/* with vulkan backend, performance increases
around 6% when data being updated is changing and performance increases
around 2% when data being updated stays same.
Bug: angleproject:3705
Change-Id: I8eaf6a1231e634b69c6dc540db1b9d3a312bf45d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709725
Commit-Queue: Jiacheng Lu <lujc@google.com>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
758b12fa
|
2019-07-17T14:55:38
|
|
Filter out redundant depth&stencil state updates
1. Compare updating values with active ones at frontend when
depth&stencil related gl call happens and do not set any unnecessary
dirty bits.
2. Remove d3d and gl backends' checking of depth&stencil states when
detect any dirty bits, as it is now being done at frontend.
3. Modification to graphics pipeline description update, make sure it
syncs with gl::State initial value.
4. Change gl_vk::CullMode return type to VkCullModeFlagBits, as it only
represents single value.
Bug: angleproject:3700
Change-Id: Id3aa5186455ee3a10a9c147edad13944e3e41098
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1706903
Commit-Queue: Jiacheng Lu <lujc@google.com>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
f2412bca
|
2019-07-16T15:47:34
|
|
Get rendering to texture working
Other small fixes for desktop compatibility
Bug: angleproject:3620
Change-Id: I8e75bce1f850fb891c8bb6e16f79302a6d59276c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707932
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
da2b649c
|
2019-07-22T09:56:26
|
|
Texture: Make ImageIndex store layer counts.
Only for 2D array textures.
Bug: angleproject:3189
Change-Id: I9958ab60ffa464aa63f5cb321cbbe14b378f3647
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709109
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
bd4ff479
|
2019-07-19T22:08:17
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|
Revert "Reland "Temporarily disable creating D3D debug device.""
This reverts commit 6064e6ab6bc7355b410543301a578d22d2f6e477.
Reason for revert: flakiness should be fixed by https://chromium-review.googlesource.com/c/angle/angle/+/1709726
Original change's description:
> Reland "Temporarily disable creating D3D debug device."
>
> This reverts commit 28394c2295335929c17bbfe0ab74f923cd234ff2.
>
> Reason for revert: may be the cause of flakiness on Win10 Debug (NVIDIA) per http://crbug.com/972914 .
>
> Original change's description:
> > Revert "Temporarily disable creating D3D debug device."
> >
> > This reverts commit 3d544fffe7ff9284b21e3a15f638297c827bbc21.
> >
> > Reason for revert: Seems like flakiness is not related.
> >
> > Suppress D3D11 test failures uncovered by re-enabling D3D debug device:
> > ComputeShaderTest.DispatchCompute
> > Texture2DTestES3.TextureImplPropogatesDirtyBits
> > D3DTextureTestMS.*
> >
> > Also a small fix to ANGLETestBase::checkD3D11SDKLayersMessages
> > to clear reported messages, otherwise the failures are also reported
> > for tests following the one with the actual failure.
> >
> > Original change's description:
> > > Temporarily disable creating D3D debug device.
> > >
> > > To diagnose whether Windows Intel end2end tests flakiness
> > > is related to creating debug device and new version of Windows SDK.
> > >
> > > Bug: angleproject:3153
> > > Change-Id: Ica7eae3fe875e22203b6dfd98b83604d66a97737
> > > Reviewed-on: https://chromium-review.googlesource.com/c/1476954
> > > Reviewed-by: Geoff Lang <geofflang@chromium.org>
> > > Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
> >
> > Bug: angleproject:3153, angleproject:3493
> > Bug: angleproject:3501, angleproject:3512, angleproject:3513
> >
> > Change-Id: I232da72aa09c2b9230cf179dd54e1731f8365f8e
> > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1480854
> > Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
> > Reviewed-by: Jamie Madill <jmadill@chromium.org>
> > Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
>
> TBR=ynovikov@chromium.org,geofflang@chromium.org,jmadill@chromium.org
>
> Change-Id: I38a5cc9bb6ebcd50e97e40cc972a82679e73732a
> No-Presubmit: true
> No-Tree-Checks: true
> No-Try: true
> Bug: angleproject:3153, angleproject:3493, angleproject:3501, angleproject:3512, angleproject:3513
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652784
> Reviewed-by: Kenneth Russell <kbr@chromium.org>
> Commit-Queue: Kenneth Russell <kbr@chromium.org>
TBR=ynovikov@chromium.org,geofflang@chromium.org,kbr@chromium.org,jmadill@chromium.org
Bug: angleproject:3153, angleproject:3493, angleproject:3501, angleproject:3513
Change-Id: I16eff79172dcfa2dd6d4f6445a74c9c65c1bd27c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1710861
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
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8bea8eec
|
2019-07-19T15:59:31
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|
Guard ID3DUserDefinedAnnotation access in DebugAnnotator11.
ID3DUserDefinedAnnotation is not thread-safe, like ID3D11DeviceContext,
however, it's being accessed from WorkerThread for parallel compilation,
thus guard it with mutex lock.
Bug: angleproject:3493
Change-Id: Ic7cc7fe03675174e054fe1e11d8d9e05abc716a5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709726
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
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f35f1110
|
2019-07-19T09:18:55
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|
Add script to apply clang-format on all sources
1. python script wrapper to call clang-format over the whole code base
2. Add clang-format rule `IncludeBlocks: Preserve` to tell clang-format
do not merge include blocks
3. Fix existed clang-format issue in code base
Bug: angleproject:3532
Change-Id: I289292dc62c2784ff21688065c87c3f3f5538f17
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709720
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
610f2388
|
2019-07-18T16:28:49
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|
Return backwards compatible context versions in Vulkan, GL and D3D11.
This allows us to pass some dEQP GLES 2.0 tests that require using an ES 3.0
context and matches native driver behaviour of returning a higher-than-
requested context version when it's backwards compatible.
BUG=angleproject:3425
BUG=angleproject:3300
BUG=angleproject:3715
BUG=angleproject:3243
BUG=angleproject:3240
BUG=angleproject:3716
Change-Id: I03dfd56deb6191c3363808717e0eea6fdcf5f3ac
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709111
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
ce330593
|
2019-07-16T10:02:21
|
|
Rename ProvokingVertex and TextureBarrier
Need to rename these so that they don't conflict
with GL function declarations
Bug: angleproject:3702
Change-Id: Iefe490cb53a384c45f0d0024321deda43b461bcc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1704214
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Clemen Deng <clemendeng@google.com>
|
|
6a02f06d
|
2019-07-18T16:27:14
|
|
Implement EGL_ANGLE_create_context_backwards_compatible
This extension allows the user to specify if ANGLE should create a
context of the exact requested version or a higher version context that
is backwards compatible.
BUG=angleproject:3425
Change-Id: I7d0b75cdd7e34a2fc888aa238e1eeb67af82ae0d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601560
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
9c78f592
|
2019-07-18T10:13:05
|
|
Remove a few histograms from Renderer11.
D3D11 startup time isn't something we're actively looking at right now.
Bug: chromium:975166
Change-Id: I3e56d0b0e0da7eb5b10c55b8cfcc0b9769064202
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707929
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ec30d78d
|
2019-07-03T12:56:58
|
|
Optimize uniform matrix update
1. Add a fast matrix update function to do a single memcpy for uniform
matrix assignment with same layout. It benefits row-4 no-transpose GLSL
matrix and col-4 transpose HLSL matrix.
2. Make boolean IsColumnMajor to be a template parameter in generate
uniform matrix updating, which gets rid of the conditional branch
in loop and has better performance.
3. Add e2e test of uploading multiple 3x4 GLSL matrices at the same
time, which adds coverage to this CL.
Bug: angleproject:3632
Change-Id: Id1701ef6fbf63ea4b9884254d93ea8eacfe4e16a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1688274
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7a5f35c4
|
2019-07-15T09:21:11
|
|
Filter out redundant glDepthRange calls
1. Compare depth range with active config in frontend when glDepthRange
is called. It avoids triggering unnecessary backend update. Also remove
depth range checking in D3D and GL backends as they are now done in
frontend.
2. Change the clamp on far and near plane to ASSERT statement in vulkan
backend, as clamp already been applied in frontend.
Bug: angleproject:3696
Change-Id: I52ad420dc446d685b98d53690637a19553372873
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1702284
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ec9ff8ce
|
2019-07-15T16:59:10
|
|
Fix checks for GL_ETC1_RGB8_OES, disable it on D3D11.
The GL backend was checking the wrong extension for GL_ETC1_RGB8_OES.
WebGL doesn't want to expose compressed formats that are emulated,
disable this format in D3D11 where it is always emulated.
BUG=98314
Change-Id: I1ba8418ad1578c070891828b87e49cf894dabc29
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1700574
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
d9c17107
|
2019-07-10T14:56:26
|
|
Add support for GL_OES_texture_compression_astc
This extension adds 3D compressed texture formats, something ANGLE has
not seen before. This requires tracking a compressed block depth for
validation and image size computations.
Update the ldr and hdr extension checks to be in line with the spec.
HDR requires LDR and is not detectable by texture formats alone.
Expose all of the ASTC extensions on the GL backend.
BUG=angleproject:3675
Change-Id: Id04c7c8ef8541e9556579536cdba899b64303caf
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1695923
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
96682377
|
2019-07-08T11:06:27
|
|
Fix the RTV and SRV conflict
This change fixes below error:
Message 0: ID3D11DeviceContext::CSSetShaderResources: Resource being set
to CS shader resource slot 0 is still bound on output! Forcing to NULL.
Bug: angleproject:3658
Change-Id: I72d656cf61ffb7c39660c019eab980c39eafb70f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1688307
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
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>
|
|
3fe8c3a3
|
2019-07-04T15:49:54
|
|
Refactor the wait/signalSemaphore entry points to be on the Semaphore object
Convert the texture ID parameters into optimized vectors of Texture objects.
BUG=angleproject:3656
Change-Id: Iffe824ade2a919c9771642ae501ff04712ca43ce
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1688505
Reviewed-by: Michael Spang <spang@chromium.org>
|
|
1cde0eab
|
2019-07-03T10:58:32
|
|
Vulkan: Add storage buffer support
The storage buffers are placed in the same descriptor set as uniform
buffers. Some refactoring is done to reuse code that handles UBOs to
handle SSBOs as well. A good number of tests still fail as they test
SSBOs in conjunction with compute shaders.
Bug: angleproject:3561
Change-Id: Ia33c1f68e6f6402c746f5919ede87b2c308cf81c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1687126
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
ee21a187
|
2019-07-04T08:51:34
|
|
Store angle::Format in gl::VertexAttribute.
Instead of storing type/size/normalized/pureInteger we instead store a
pointer to the angle::Format. This makes some code logic simpler and
will let us more easily check if a vertex attribute format changes in
calls to VertexAttribPointer or VertexAttribFormat.
This CL adds extra information to angle::Format to represent the vertex
format info needed. It also caches the channel count so that it can be
queried faster.
Also renames "Int" -> "Sint" in UtilsVk for consistency.
Bug: angleproject:3256
Change-Id: I5ef9b983dad8a58c341113c802500b89ce081566
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1684293
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
66b5ff58
|
2019-06-28T14:34:22
|
|
texture3D: Implement functionality and enable for Vulkan
Also update test expectations for texture3D.
Bug: angleproject:3188
Change-Id: If8a8e0a83a86c48c2afb0c36534c1e9d4120fe47
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1682782
Reviewed-by: Ian Elliott <ianelliott@google.com>
Reviewed-by: Lingfeng Yang <lfy@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
|
|
1245f078
|
2019-06-25T13:51:29
|
|
Use D3D11 GetDimensions driver workaround for dynamic images
Some NVIDIA D3D11 drivers are buggy and interprets the level passed to
GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip.
This affects the implementation of the imageSize function in the D3D11 backend.
Bug: angleproject:3100
Change-Id: I1e48f5df5e40caf49a4d07662aec587e98cf8388
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1677206
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
74e98f6c
|
2019-06-19T17:09:56
|
|
Use highestUsed() instead of size()
Bug: angleproject:3548
Change-Id: Idd273cdfff5f175399dcc46bd40db52d6f4163b0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1666909
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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3b225597
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2019-06-17T14:18:06
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Fix the DispatchCompute error
The error happens when a RWTexture is used in shader. However, there is
no resource binding to it. We should clear the corresponding UAV in case
the previous view type is a bufer not a texture.
Meanwhile, this patch removes clearSRVs/clearUAVs since we use
unsetConflictingSRVs/unsetConflictingUAVs to do the similar thing.
Bug: angleproject:3512, angleproject:3548
Change-Id: I01752bb9bc6aca5b767599639c4dc613b4e2e2d2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1662017
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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3ea463bf
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2019-06-19T14:21:33
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Move event tracer back into common.
Requires that we update the TRACE_EVENT macros to accept a platform as
an argument. The refactor isn't complete. In order to finish we'd need
to ensure we have the Display's PlatformMethods available at all sites.
Unblocks adding trace events directly in the perf tests.
Bug: angleproject:1892
Bug: angleproject:3117
Change-Id: Iee0ca086ccfe23acab3fc186fb042f018711a94c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1664794
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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88e03221
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2019-05-31T12:06:28
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Unset conflicting SRVs and UAVs
D3D11 cannot allow the same (sub)-resource bound as both
a SRV and an UAV at the same time. Unset conflicting SRVs
and UVAs between render pipeline and compute pipeline.
Bug: angleproject:3152
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: I9cb8b902edbf987166a57af314af6b21a6874998
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1576504
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
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f9686af0
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2019-06-04T17:49:43
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Add support for D3D11 texture backed EGLImages
Implement EGL_ANGLE_image_d3d11_texture extension. Images created with
this extension might not be renderable based on bind flags and resource
usage of the client provided texture in which case attaching them to a
framebuffer won't succeed.
The intended use case is to bind the front and back buffers of a swap
chain to GL textures that can be used for rendering in the case of the
back buffer and as a shader input for the front buffer.
Bug: chromium:939655
Change-Id: Ic3328e831880292217b88be84740740df6031fa6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1646732
Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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eee67c6e
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2019-06-18T13:00:43
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Fix Platform.h integration with ANGLE
A function was renamed which broke the platformMethods table strings.
This CL reverts the rename (originally from crrev/c/1660952)
Bug: angleproject:1621
Change-Id: I8121a4956ba1d3e3c5036f72f6f1fdf5509dc491
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1664792
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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124f78c2
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2019-06-18T11:48:24
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Remove gl::Context parameter from Observer functions.
It was only used in exactly one instance in VertexArray. Instead we can
cache a bool and avoid needing to pass it around.
Will make signaling dirty easier in the Vulkan back-end.
Bug: angleproject:3539
Change-Id: Ia570aec051a24a5280df49edc4345c54022b46ec
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1663838
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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a4c639c4
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2019-06-03T14:04:01
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D3D: Add a wrapper to Image11 that enables ASAN/MSAN to catch the errors on map operations
The wrapper should be a no-op on builds with assertions disabled.
The wrapper should be useful on ASAN and MSAN builds.
gn args out/release-asan --args="is_debug=false is_asan=true"
ninja -C out/release-asan angle_end2end_tests ^
out\release-asan\angle_end2end_tests ^
--gtest_filter=Texture2DArrayCopy.SnormFormats* --gtest_catch_exceptions=0 ^
--gtest_repeat=-1
Output when the fix payload of angleproject:2865 is removed:
...
Repeating all tests (iteration 1) . . .
Note: Google Test filter = Texture2DArrayCopy.SnormFormats*
[==========] Running 1 test from 1 test suite.
[----------] Global test environment set-up.
[----------] 1 test from Texture2DArrayCopy
[ RUN ] Texture2DArrayCopy.SnormFormats/ES3_D3D11
=================================================================
==500==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x12b2c4777040 at pc 0x7fff9602216b bp 0x00c0eaafd090 sp 0x00c0eaafd0d8
READ of size 1 at 0x12b2c4777040 thread T0
#0 0x7fff9602216a in angle::R8G8B8A8::readColor c:\Users\kkinnunen\angle\src\image_util\imageformats.cpp:333
#1 0x7fff9618dbf0 in rx::CopyImageCHROMIUM c:\Users\kkinnunen\angle\src\libANGLE\renderer\renderer_utils.cpp:377
#2 0x7fff96186bb2 in rx::Image11::CopyImage c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\d3d11\Image11.cpp:113
#3 0x7fff95e90410 in rx::Renderer11::copyImage c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\d3d11\Renderer11.cpp:3009
#4 0x7fff9617b447 in rx::TextureD3D_2DArray::copyTexture c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\TextureD3D.cpp:3293
#5 0x7fff95afd7e1 in gl::Texture::copyTexture c:\Users\kkinnunen\angle\src\libANGLE\Texture.cpp:1196
#6 0x7fff95977f19 in gl::Context::copyTexture3D c:\Users\kkinnunen\angle\src\libANGLE\Context.cpp:4347
#7 0x7fff9568b04a in gl::CopyTexture3DANGLE c:\Users\kkinnunen\angle\src\libGLESv2\entry_points_gles_ext_autogen.cpp:57
#8 0x7ff7d1d8fc97 in angle::CopyTexture3DTest::testCopy c:\Users\kkinnunen\angle\src\tests\gl_tests\CopyTexture3DTest.cpp:90
#9 0x7ff7d1dadd10 in angle::Texture2DArrayCopy_SnormFormats_Test::TestBody c:\Users\kkinnunen\angle\src\tests\gl_tests\CopyTexture3DTest.cpp:1272
#10 0x7ff7d2c22891 in testing::Test::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:2522
#11 0x7ff7d2c243c0 in testing::TestInfo::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:2698
#12 0x7ff7d2c253e8 in testing::TestSuite::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:2828
#13 0x7ff7d2c3f33e in testing::internal::UnitTestImpl::RunAllTests c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:5285
#14 0x7ff7d2c3e72d in testing::UnitTest::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:4873
#15 0x7ff7d2bf10a2 in main c:\Users\kkinnunen\angle\src\tests\angle_end2end_tests_main.cpp:15
#16 0x7ff7d2d27897 in __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283
#17 0x7ff801ec7973 in BaseThreadInitThunk+0x13 (C:\WINDOWS\System32\KERNEL32.DLL+0x180017973)
#18 0x7ff804cea270 in RtlUserThreadStart+0x20 (C:\WINDOWS\SYSTEM32\ntdll.dll+0x18006a270)
0x12b2c4777040 is located 0 bytes to the right of 256-byte region [0x12b2c4776f40,0x12b2c4777040)
allocated by thread T0 here:
#0 0x7ff7d2c6d574 in malloc C:\b\s\w\ir\k\src\third_party\llvm\projects\compiler-rt\lib\asan\asan_malloc_win.cc:68
#1 0x7fff95af47b2 in angle::MemoryBuffer::resize c:\Users\kkinnunen\angle\src\common\MemoryBuffer.cpp:40
#2 0x7fff9648c9a6 in rx::MappedSubresourceVerifier11::wrap c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\d3d11\MappedSubresourceVerifier11.cpp:51
#3 0x7fff961864b5 in rx::Image11::map c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\d3d11\Image11.cpp:648
#4 0x7fff9618676c in rx::Image11::CopyImage c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\d3d11\Image11.cpp:93
#5 0x7fff95e90410 in rx::Renderer11::copyImage c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\d3d11\Renderer11.cpp:3009
#6 0x7fff9617b447 in rx::TextureD3D_2DArray::copyTexture c:\Users\kkinnunen\angle\src\libANGLE\renderer\d3d\TextureD3D.cpp:3293
#7 0x7fff95afd7e1 in gl::Texture::copyTexture c:\Users\kkinnunen\angle\src\libANGLE\Texture.cpp:1196
#8 0x7fff95977f19 in gl::Context::copyTexture3D c:\Users\kkinnunen\angle\src\libANGLE\Context.cpp:4347
#9 0x7fff9568b04a in gl::CopyTexture3DANGLE c:\Users\kkinnunen\angle\src\libGLESv2\entry_points_gles_ext_autogen.cpp:57
#10 0x7ff7d1d8fc97 in angle::CopyTexture3DTest::testCopy c:\Users\kkinnunen\angle\src\tests\gl_tests\CopyTexture3DTest.cpp:90
#11 0x7ff7d1dadd10 in angle::Texture2DArrayCopy_SnormFormats_Test::TestBody c:\Users\kkinnunen\angle\src\tests\gl_tests\CopyTexture3DTest.cpp:1272
#12 0x7ff7d2c22891 in testing::Test::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:2522
#13 0x7ff7d2c243c0 in testing::TestInfo::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:2698
#14 0x7ff7d2c253e8 in testing::TestSuite::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:2828
#15 0x7ff7d2c3f33e in testing::internal::UnitTestImpl::RunAllTests c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:5285
#16 0x7ff7d2c3e72d in testing::UnitTest::Run c:\Users\kkinnunen\angle\third_party\googletest\src\googletest\src\gtest.cc:4873
#17 0x7ff7d2bf10a2 in main c:\Users\kkinnunen\angle\src\tests\angle_end2end_tests_main.cpp:15
#18 0x7ff7d2d27897 in __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283
#19 0x7ff801ec7973 in BaseThreadInitThunk+0x13 (C:\WINDOWS\System32\KERNEL32.DLL+0x180017973)
#20 0x7ff804cea270 in RtlUserThreadStart+0x20 (C:\WINDOWS\SYSTEM32\ntdll.dll+0x18006a270)
Bug: angleproject:2865
Change-Id: I6c8fc203d075014ba8ce31c728982eed73812d04
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1640212
Commit-Queue: Kimmo Kinnunen FI <kkinnunen@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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beb0eb2d
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2019-06-14T15:10:33
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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>
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08b56293
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2019-06-10T12:55:36
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Vulkan: add LINE_LOOP with primitive restart
Adds support for GL_LINE_LOOP with primitive restart.
Bug: angleproject:3215
Change-Id: Ief1bdf15ef9b108dba025eaf4ce580bba54af623
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1649351
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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95428331
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2019-06-10T18:03:03
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Enable floatBlend for D3D9
Although according to
https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/format-support-for-direct3d-feature-level-9-1-hardware
D3D9 doesn't have full blending capability for RGBA32F. But turns out it could provide
correct blending result in reality. As a result of some regression reports by client app, we
decided to turn floatBlend on for D3D9.
I tried to make a native D3D9 program to detect float blending capability.
But turns out it needs quite some effort on Win10 for a D3D newbie.
Considering the fact that D3D9 backend is not fully passing conformance test anyway.
I don't think it worth the effort. Seems to be okay to just turn it on.
Bug: chromium:970532
Change-Id: I66bec120be6eaaa62a5472b8521a97b4d23e924a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652731
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shrek Shao <shrekshao@google.com>
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3f2b4e7f
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2019-06-11T14:47:59
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Fix the crash in angle_deqp_gles31_tests
This crash only happened on a compute test which following a render test.
This root case was that after the render test, mVertexArray11 became an
invalid pointer. However, compute test still went to the common path to
use mVertexArray11. mVertexArray11 is never updated since compute
shader doesn't need to triger DIRTY_BIT_VERTEX_ARRAY_BINDING.
This patch adds checking to avoid compute test to use mVertexArray11.
Besides, more ASSERT checking are added to convenient debugging.
Bug: angleproject:3518, angleproject:1663, angleproject:2619
Change-Id: I446214110d762fc259899cef7635f369fa1f59a7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652866
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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