|
3860b6c0
|
2017-07-19T16:17:24
|
|
Fix arrays of structs containing samplers as parameters on HLSL
In HLSL output, samplers are never passed to functions as arrays, but
rather sampler array arguments are expanded into single sampler and/or
texture arguments. This applies also when the samplers were inside
arrays of structs in the original source.
BUG=angleproject:2103
TEST=angle_end2end_tests
Change-Id: Ib1fcba0c0ab3da592d15272eb56a03c3e536f349
Reviewed-on: https://chromium-review.googlesource.com/576041
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
06a06f5e
|
2017-07-12T12:22:15
|
|
Fix non statically used fragment input structs on HLSL
Add static use information to struct fields that mirrors the static
use information on the struct itself. This way dynamically generated
HLSL doesn't need special handling for initializing fragment inputs
if they are structs.
This fixes a problem with the previous code where dynamically
generated HLSL ended up trying to initialize structs that are not
declared in the HLSL output because they were not being referenced.
BUG=angleproject:2104
TEST=angle_end2end_tests
Change-Id: I21283ce4fe26515d62d95e61f8155dc9a9b44cf1
|
|
088031e6
|
2017-07-03T15:59:33
|
|
HLSL: Disambiguate between struct function parameters
Structs with different names but identical members are treated as
ambiguous by the native HLSL compiler when looking up user-defined
functions. Add the struct name to the function name to work around
this limitation.
BUG=chromium:731324
TEST=angle_end2end_tests
Change-Id: Ie80ac0f1374bc5ac05dfebef3f94e2da7cdfc581
Reviewed-on: https://chromium-review.googlesource.com/558929
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ff526f14
|
2017-06-30T12:26:54
|
|
Fix variable vs. function name conflict in HLSL output
GLSL ES spec accepts the case where an initializer of a variable calls
a function with the same name as the variable. The HLSL compiler
doesn't accept that. Work around this limitation in the HLSL compiler
by disambiguating user-defined functions from variables with a
different prefix.
BUG=angleproject:2095
TEST=angle_end2end_test, angle_unittests
Change-Id: I41b32a3fcc6fd4c548e8dc3aa680d1b07fcf8719
Reviewed-on: https://chromium-review.googlesource.com/557872
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
914b79a6
|
2017-06-19T16:03:19
|
|
Fix parsing GLSL loop conditions that declare a variable
Now the variable declaration is included in the AST, so that the loop
body may refer to the variable. The variable declaration is placed in
a block that wraps the loop. This way we can still only have
TIntermTyped loop conditions in the AST, which keeps the code dealing
with loops fairly simple and type safe.
This change includes reversing the return value of executeInitializer,
so that it returns true on success and false on error. This is more in
line with other ParseContext member functions.
BUG=angleproject:2073
TEST=angle_end2end_tests
Change-Id: I5c4ecbf1b438d3fff6d6237c0dcf191e2a19664c
Reviewed-on: https://chromium-review.googlesource.com/539639
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bb1e750c
|
2017-06-05T16:40:09
|
|
Validate that structure names match when linking uniforms.
GLSL 1.017 4.2.4:
Structures must have the same name, sequence of type names, and
type definitions, and field names to be considered the same type.
TEST=conformance/glsl/misc/shaders-with-uniform-structs
BUG=angleproejct:2013
Change-Id: Ieedaaca2d28ef4e1cc0b5480f413ebd513c1dc1f
Reviewed-on: https://chromium-review.googlesource.com/524036
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2f348d2a
|
2017-06-05T10:50:59
|
|
Make gl::Compiler reference-counted.
This is helpful for implementing program binary caching in ANGLE.
in order to maintain the current behaviour in Chrome, we will need
to defer shader compilation until link time. Since WebGL allows the
app layer to enable and disable extensions explicitly, the app can
enable or disable an extension between the calls to glCompileShader
and glLinkProgram. Then, if we're deferring shader compilation, we
will have to preserve the extension settings at the time of the call
to compile, not the current settings at the time of link. Making the
compiler reference-counted gives us a pretty simple and robust
solution.
This also changes the Context class to lazily init the shader
compiler. Lazy init prevents any unexpected nulls, and also ensures
the releaseShaderCompiler does exactly that: just releases the shader
compiler, and does not immediately re-initialize it.
BUG=angleproject:2044
Change-Id: I0f0eeb4eb94dc4eee238f92482804a0921c77df0
Reviewed-on: https://chromium-review.googlesource.com/522868
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
0ffc441e
|
2017-05-19T14:18:55
|
|
Initialize uninitialized globals in GLSL output
Initializing globals is done by the DeferGlobalInitializers AST
transformation, which makes sure that the global variable init
proceeds in the correct order. This is important since some global
variables may use other uninitialized globals in their initializers.
The global variable init is only done in case the WebGL shader spec is
being followed. This avoids adding global initializers twice in case
the same shader goes through multiple translations, assuming only one
of them is a WebGL shader translation.
BUG=angleproject:1966
TEST=angle_end2end_tests, WebGL conformance tests
Change-Id: Iea701d3ae40edc906abd87303f2aa27fd23bf55a
Reviewed-on: https://chromium-review.googlesource.com/509689
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
df7d13eb
|
2017-05-30T13:53:45
|
|
Lift outdated NVIDIA test suppressions
Lift some test suppressions for bugs that have been fixed in the
NVIDIA driver a good while ago.
Also improve code style in some suppressions - prefer IsOSX() and
IsLinux() to using ifdefs.
BUG=angleproject:1305
TEST=angle_end2end_tests
Change-Id: Ia069f5b9696000c901956d2952801d5f5c339a11
Reviewed-on: https://chromium-review.googlesource.com/518168
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
9733ceef
|
2017-05-11T19:14:35
|
|
Initialize uninitialized locals in GLSL output
Guarantee that local variables are initialized before they are used
in GLSL output. In HLSL output all variables were already being
initialized.
Locals are initialized using an AST transform. The local variable init
can only be run after some simplification of the AST, so that it is
able to handle complex cases like:
for (int i[2], j = i[0]; i[0] < 3; ++i[0]) {
}
If we're dealing with ESSL 1.00 which lacks array constructors, in
this kind of case the uninitialized array initialization code needs to
be hoisted out of the loop init statement, and the code also needs to
make sure that j's initializer is run after i is initialized.
Another complex case involves nameless structs. This can be an issue
also in ESSL 3.00 and above:
for (struct { float f; } s; s.f < 1.0; ++s.f) {
}
Since the struct doesn't have a name, its constructor can not be used.
We solve this by initializing the struct members individually,
similarly to how arrays are initialized in ESSL 1.00.
Initializing local variables is disabled on Mac and Android for now.
On Mac, invalid behavior was exposed in the WebGL 2.0 tests when
enabling it. On Android, the dEQP test runs failed for an unknown
reason. Bugs have been opened to resolve these issues later.
BUG=angleproject:1966
TEST=angle_end2end_tests, WebGL conformance tests
Change-Id: Ic06927f5b6cc9619bc82c647ee966605cd80bab2
Reviewed-on: https://chromium-review.googlesource.com/504728
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
ba992ab5
|
2017-04-19T11:18:14
|
|
Fix HLSL 3 generation of shaders with texture LOD.
BUG=angleproject:2002
Change-Id: If8e6bbaeb5769341f92f05025eafb6a202fec437
Reviewed-on: https://chromium-review.googlesource.com/481680
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
8162926b
|
2017-04-19T11:56:01
|
|
Never add declarations without children to the AST
When block nodes were being created for loop bodies that didn't have
braces in the parsed source, the code didn't check if the loop body
was a declaration node without children. Always use appendStatement()
for adding statements to a block, so that declaration nodes without
children don't end up in the AST.
Similarly make sure that loop init nodes aren't declarations without
children.
BUG=chromium:712550
TEST=angle_end2end_tests
Change-Id: I5e79b700fe6158fa2422fcf4cd13818b2bd24863
Reviewed-on: https://chromium-review.googlesource.com/481660
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8aeeed6e
|
2017-03-15T18:09:26
|
|
D3D11: Work around compiler nested sampling bug.
We can potentially work around a bug in the HLSL compiler by
omitting the const qualifier from some sampling operations.
BUG=angleproject:1923
Change-Id: I8a5d119707721e9c19f06be4ad808f87bfcdbee5
Reviewed-on: https://chromium-review.googlesource.com/454938
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6445ddf8
|
2017-03-08T19:00:32
|
|
end2end_tests: Adds more skips for new tests and testers
BUG=angleproject:1924
Change-Id: I3ca25545632c9884eb1a8dba5e8e402b14324f80
Reviewed-on: https://chromium-review.googlesource.com/451877
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
c9da71ff
|
2017-03-06T16:28:54
|
|
Fix translating dynamic indexing of swizzle to HLSL
This was broken due to a simple omission in deep copying swizzle AST
nodes.
It was found that several if not most OpenGL drivers also have some
issue related to this, so the end2end test is suppressed on many
OpenGL platforms. Intel Windows driver seems to be behaving correctly.
BUG=angleproject:1921
TEST=angle_end2end_tests
Change-Id: Ieefcedc2f2e36c3d8b607c28e449b696b8ad6892
Reviewed-on: https://chromium-review.googlesource.com/449717
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
61bd9fe1
|
2017-01-27T14:20:34
|
|
Suppress ESSL 3.10 integer math failure on AMD Linux
Failure was seen on bots since the test was introduced.
BUG=chromium:686105
BUG=angleproject:1730
Change-Id: I60293f17bf5e2498cbfb61f86468c218d58df68d
Reviewed-on: https://chromium-review.googlesource.com/434080
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
9250cb24
|
2017-01-21T10:51:27
|
|
Add ESSL 3.10 integer math built-ins
This adds built-ins found in ESSL 3.10 section 8.8 Integer functions.
This includes constant folding support for functions that may be
constant folded, and support for both GLSL and HLSL output. In HLSL
several of the functions need to be emulated.
The precision qualification for the return value of some of these
functions is determined by special rules, that are now part of type
promotion for TIntermUnary nodes and determining the type of
TIntermAggregate nodes.
BUG=angleproject:1730
TEST=angle_unittests
TEST=dEQP-GLES31.functional.shaders.builtin_functions.integer.*
Change-Id: Ib0056c17671c42b6496c2f0ef059b99f8f25c122
Reviewed-on: https://chromium-review.googlesource.com/431310
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7e735e48
|
2017-01-12T15:42:01
|
|
Change remaining compile-time folding errors to warnings
The GLES working group has decided to amend the spec so that
implementations are not allowed to generate compile errors on
undefined values detected at compile time. Change the remaining
folding errors to warnings to follow the newly clarified rules.
The end2end_tests covering this are removed, since they're
redundant with the more efficient unit test.
BUG=angleproject:1703
TEST=angle_unittests
Change-Id: I97d2fd532dbe5733581bdc4aa40a5d7d3734fc0d
Reviewed-on: https://chromium-review.googlesource.com/427799
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8f6eb2ad
|
2017-01-12T17:04:58
|
|
HLSL output: Fix nested dynamic indexing in an l-value
This fixes cases where a matrix is indexed and then the resulting
vector is indexed in the same expression inside an l-value.
BUG=angleproject:1672
TEST=angle_end2end_tests
Change-Id: Ia0593d75da67e0aa582003e1c381f2a1c89f948c
Reviewed-on: https://chromium-review.googlesource.com/427938
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
1a256721
|
2017-01-12T11:52:57
|
|
Skip two unittests on Linux/Intel.
BUG=680631
TEST=angle_end2end_tests on Linux/Intel
Change-Id: I0823b5accc1c1962d7b498bf74d58edcc6971133
Reviewed-on: https://chromium-review.googlesource.com/427285
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
192745a7
|
2016-12-22T15:58:21
|
|
Add varying packing validation for WebGL.
This CL moves the varying packing from the D3D layer up to Program.
This is necessary for WebGL validation, and gives us consistency
for the various back-ends. There may be some additional cleanup work
on the VaryingPacking class, because it does some work that is D3D-
specific.
WebGL requires strict varying packing. Instead of allowing success
unconditionally, it's an explicit error to succeed to pack a set of
varyings that the sample algorithm would fail to pack.
Introduce a new packing mode option to the varying packing class to
handle this different packing style, while keeping our old more
relaxed packing method for ES code.
BUG=angleproject:1675
Change-Id: I674ae685ba573cc2ad7d9dfb7441efa8cb2d55fc
Reviewed-on: https://chromium-review.googlesource.com/423254
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e1faacb1
|
2016-12-13T12:42:14
|
|
Don't use logging macros in end2end_tests.
Macros like ASSERT and UNREACHABLE call gl::trace, which at some
point we might want to use to call the angle Platform logging code.
Standalone tests won't easily have access to the platform, so for
now just log errors in other ways.
This also corrects some logic in GLSLTest which was calling
internal methods in libANGLE when it didn't have to.
BUG=angleproject:1660
Change-Id: Idecbd97f2de7916b35bd78f5b7cd02b156ea100d
Reviewed-on: https://chromium-review.googlesource.com/419134
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
da9fb093
|
2016-12-09T17:32:29
|
|
Work around atan(y, x) bug on NVIDIA
atan(y, x) is not always returning expected results on NVIDIA OpenGL
drivers between versions 367 and 375. Work around this by emulating
atan(y, x) using the regular atan(x) function. A fix to the driver is
expected in a future release.
It is most convenient to implement the vector atan(y, x) functions by
using the scalar atan(y, x) function. Support for simple dependencies
between emulated functions is added to BuiltInFunctionEmulator. In the
current implementation one function is allowed to have at most one
other function as its dependency.
BUG=chromium:672380
TEST=angle_end2end_tests
Change-Id: I9eba8b0b7979c7c7eaed353b264932e41830beb1
Reviewed-on: https://chromium-review.googlesource.com/419016
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
36fd100d
|
2016-12-08T11:30:44
|
|
GLSLTest: test interaction of declaration splitting with other passes
In TranslatorHLSL a number of AST simplifications are done, that must
happen in a precise order for things to be correct:
- First for-loops must be split
- Then multideclarations must be split
- Finally comma operators must be split
This adds tests for interaction between this passes to make sure they
are done in the right order.
BUG=668028
Change-Id: I306915b51011bb5467d117352becfd60cbe77be4
Reviewed-on: https://chromium-review.googlesource.com/417989
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
f52fe93d
|
2016-12-07T13:39:15
|
|
Work around unary minus operator float issue on Intel Mac 10.11
Result of -float is wrong on Intel Mac 10.11 drivers. Replace -float
with 0.0 - float to work around this issue.
BUG=308366
BUG=672380
Change-Id: I53bc2eda7259fff5805bec39896fc7b7a6eaf665
Reviewed-on: https://chromium-review.googlesource.com/417169
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
56a2f95f
|
2016-12-08T12:16:27
|
|
Output infinity and NaN literals correctly in shaders
Previously infinity and NaN resulting from constant folding would be
clamped to finite 32-bit float range when they were written in shader
output. Now they are written as a bit pattern in case the shader
version allows it.
This does not guarantee that NaNs work, but this is fine, since ESSL
3.00.6 spec has very loose requirements when it comes to NaNs.
BUG=angleproject:1654
TEST=angle_end2end_tests
Change-Id: I9997000beeaa8ed22523c22d5cf6929cdfc93f60
Reviewed-on: https://chromium-review.googlesource.com/417301
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2ad1c490
|
2016-12-07T14:46:18
|
|
D3D: Fix overflow in varying packing.
Also add a more robust set of unit tests for this internal class.
Because the GL spec allows for succeess when packing any set of
varyings, it's impossible to write negative end to end tests. This CL
also rewrites our disabled varying packing GLSL tests as unit tests.
BUG=angleproject:1296
BUG=angleproject:1638
Change-Id: I78153742517d5c72ddb13ff59dc44ddc4af42fc2
Reviewed-on: https://chromium-review.googlesource.com/415555
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1be4d493
|
2016-09-27T11:15:38
|
|
Fix handling integer overflow in constant folding
Integer operations that overflow are defined to wrap in the ESSL
3.00.6 spec. Constant folding that happens inside the shader
translator should also follow the wrapping rules.
The new implementations of wrapping integer addition and subtraction
use unsigned integers to perform calculations. Unsigned integers are
defined to implement arithmetic in modulo 2^n in the C++ spec. This
behavior is also leveraged to implement wrapping unsigned integer
multiplication.
The implementation of wrapping signed integer multiplication is
slightly trickier. The operands are casted to a wider type to perform
the multiplication in a way that doesn't overflow, and then the result
is truncated and casted back to the narrower integer type.
Incorrect tests that expected errors to be generated from integer
overflow in constant folding are removed.
BUG=chromium:637050
TEST=angle_unittests
Change-Id: I0de7e25881d254803455fbf22907c192f49d09ff
Reviewed-on: https://chromium-review.googlesource.com/390252
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
28a97ee1
|
2016-09-22T13:01:26
|
|
Generate unique HLSL texture function names for external textures.
Because 2D and external textures have the same HLSL texture type, they were
generating texture functions with the same name. This causes conflicts when
both 2D and external textures are used in the same shader.
BUG=angleproject:1534
BUG=645532
Change-Id: I4b324014b7d9b4851d358730cf4e31fc8461584c
Reviewed-on: https://chromium-review.googlesource.com/388551
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
44ebf6b4
|
2016-09-22T13:00:02
|
|
ConstantUnion: Error on undefined shift.
BUG=chromium:648135
Change-Id: I41581f63af650564a0f61c1baeeb38017c8513ed
Reviewed-on: https://chromium-review.googlesource.com/387470
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e292e902
|
2016-09-07T10:49:01
|
|
Workaround the unary minus operator issue on Intel
On some Intel D3D drivers, evaluating unary minor operator on an
integer variable may get wrong answer in vertex shader.
This patch works around this bug by replacing -(int) with ~(int)+1
on Windows Intel.
BUG=chromium:644033
Change-Id: I0af719e84d618a33f25bcb33bde0c381fb462a31
Reviewed-on: https://chromium-review.googlesource.com/381675
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5db69f57
|
2016-09-15T12:47:32
|
|
Add robust math to constant folding.
Previously our multiplication and other operators could
do overflows, which can lead to security bugs.
BUG=chromium:637050
Change-Id: Icee22a87909e205b71bda1c5bc1627fcf5e26e90
Reviewed-on: https://chromium-review.googlesource.com/382678
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
509e4560
|
2016-08-25T14:55:44
|
|
compiler: Work around a HLSL compiler aliasing opt bug.
BUG=angleproject:1448
Change-Id: I7d5bcbd100069152cea0cb03bc4fa6af1044460b
Reviewed-on: https://chromium-review.googlesource.com/376020
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
ab481645
|
2016-08-26T12:09:10
|
|
Fix splitting nested sequence operators
Make sure that only one sequence operator is split on one iteration
of SplitSequenceOperator. This prevents multiple successive PostVisit
calls to nested sequence operator nodes from adding duplicate nodes
to the AST. The sequence operators are split starting from the
outermost one to preserve execution order.
Note that the shader translator somewhat unexpectedly generates nested
sequence operators in the AST when there is a sequence operator with
more than two operands, so this bug ended up affecting shaders in the
wild. The code around parsing sequence operators could be clarified
separately.
BUG=638313
TEST=angle_end2end_tests
Change-Id: Ic6400a484ceff0c790c2290f7b4b80980f87cd88
Reviewed-on: https://chromium-review.googlesource.com/376678
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
666f65a1
|
2016-08-26T01:34:37
|
|
Revert "Revert "Cover vector dynamic indexing case in SplitSequenceOperator""
This reverts commit d2f59bb6dda4f3548e158a09540829f9ff56bba4.
Change-Id: If2842bce17a0c085e2bc913ff120083fbe90497c
Reviewed-on: https://chromium-review.googlesource.com/376189
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d2f59bb6
|
2016-08-17T11:50:52
|
|
Revert "Cover vector dynamic indexing case in SplitSequenceOperator"
This CL was causing inverted rendering in a WebGL application.
This reverts commit 7da9850643f55335a13a4663d226c73d0ac4d3b1.
Vectors or matrices that are dynamically indexed as a part of an
l-value generate new statements in the RemoveDynamicIndexing AST
transformation step. SplitSequenceOperator needs to detect this case
and split the sequence operator before statements are generated from
its operands to ensure the correct order of execution.
BUG=angleproject:1341
TEST=angle_end2end_tests
Change-Id: I854f8cce2d46107afa62f48edf3d32c6d5c97eda
Reviewed-on: https://chromium-review.googlesource.com/371643
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6c9503ec
|
2016-08-16T14:06:32
|
|
D3D11: Improve integer pow workaround.
A slight bug in the problem case detection applied the workaround
overly-broadly. Also included a much more thorough test.
BUG=angleproject:851
Change-Id: I5c09d67eee3622c144401769af85958f23b60c57
Reviewed-on: https://chromium-review.googlesource.com/371380
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5655b849
|
2016-08-02T11:00:07
|
|
D3D11: Fix integer pow workaround for nested pows.
For some nested pow expressions, queueing two node replacements in the
same tree traversal would mangle tree, resulting in invalid code. Fix
this by iterating over the tree until no replacements are found, and
doing one replacement each iteration.
BUG=angleproject:851
Change-Id: Ie08ab23f4bfe3d5f32726856afc61ff1f3d6c789
Reviewed-on: https://chromium-review.googlesource.com/365400
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c9bde926
|
2016-07-24T17:58:50
|
|
D3D11: Allow gl_PointCoord when not rendering points.
ANGLE D3D11 uses a geometry shader to expand points into quads.
This led to an edge case with gl_PointCoord. When the user references
gl_PointCoord in the fragment shader but renders with GL_TRIANGLES or
other non-point primitives, gl_PointCoord is undefined, but ANGLE
would produce a link error. This would break some very odd edge-case
shaders (e.g. a shader that is used with both points and triangles).
We can fix this by simply adding a dummy PointCoord value to our
vertex shader is all cases. If the user renders points, we ignore the
PointCoord value passed to the geometry shader. If they render tris
or lines and use PointCoord, the shader signatures will match, and
PointCoord will even have a sane value of (0.5, 0.5).
BUG=angleproject:1380
Change-Id: I322155cd3801d0241cabc9bb639a5aaa502831b3
Reviewed-on: https://chromium-review.googlesource.com/362779
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
|
|
1048e43f
|
2016-07-23T18:51:28
|
|
D3D: Work around HLSL integer pow folding bug.
BUG=angleproject:851
Change-Id: I68a47b8343a29e42c0a69ca3f2a6cb5054d03782
Reviewed-on: https://chromium-review.googlesource.com/362775
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
156d7197
|
2016-07-21T16:11:00
|
|
HLSL: Insert return statements into functions that are missing them.
It's allowed to not have all code paths return a value in ESSL but the HLSL
compiler detects this and generates an error. Work around this by adding
dummy return statements at the end of each function that doesn't have one.
TEST=deqp/data/gles2/shaders/functions.html
BUG=angleproject:1015
BUG=478572
Change-Id: I2913f90f0994d4caf25cc43b16b9fc4e9efb19a5
Reviewed-on: https://chromium-review.googlesource.com/362085
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
7da98506
|
2016-07-20T18:45:09
|
|
Cover vector dynamic indexing case in SplitSequenceOperator
Vectors or matrices that are dynamically indexed as a part of an
l-value generate new statements in the RemoveDynamicIndexing AST
transformation step. SplitSequenceOperator needs to detect this case
and split the sequence operator before statements are generated from
its operands to ensure the correct order of execution.
BUG=angleproject:1341
TEST=angle_end2end_tests
Change-Id: I84e41a59c88fb5d0111669cab60312b930531a22
Reviewed-on: https://chromium-review.googlesource.com/361695
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e1d199bb
|
2016-07-19T17:14:27
|
|
Split sequence operator when necessary
Split sequence operators if some of their operands generate statements
in subsequent AST transformations to guarantee the right order of
execution. For now, this is supported for expressions that return
arrays and unfolded short-circuiting operators, which is enough to get
WebGL 2 tests passing. A trickier corner case with dynamic indexing of
vectors as an l-value is left to be addressed later.
BUG=angleproject:1341
TEST=angle_end2end_tests, WebGL 2 conformance test:
conformance2/glsl3/array-in-complex-expression.html
Change-Id: I9301edd3366be7607a8aa4c42a5ec13928749e10
Reviewed-on: https://chromium-review.googlesource.com/361694
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b00dcee4
|
2016-07-11T17:42:58
|
|
TranslatorGLSL/ESSL: Output #pragma before #extension
The Intel Mesa driver considers the #pragma directive to be a
non-preprocessor token which makes shaders fail compilation.
The relevant blurb from the spec is: "the extension directives
must occur before any non-preprocessor tokens"
BUG=627417
Change-Id: Ic22cff49a9f9c1fe5d140302581ca7b36688732c
Reviewed-on: https://chromium-review.googlesource.com/359621
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
419bfc91
|
2016-06-28T10:54:45
|
|
On Desktop GL, require index-constant sampler array indexing
BUG=598924
Change-Id: If97dbaa782595997b815c70d14f079e0f0c3d82a
Reviewed-on: https://chromium-review.googlesource.com/356710
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
41db2245
|
2016-06-25T00:14:28
|
|
Skip GLSLTest_ES3.InitGlobalArrayWithArrayIndexing on Adreno Android GLES
Due to Adreno compilation failure of two arrays in single line declaration.
BUG=angleproject:1428
TEST=GLSLTest_ES3.InitGlobalArrayWithArrayIndexing
Change-Id: I05d7c6b3a0eef8c879edf4d9cf24cdec0a2a403c
Reviewed-on: https://chromium-review.googlesource.com/356217
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
c7f59d02
|
2016-06-20T10:12:08
|
|
Suppress a Wintel/OpenGL failure on a new test.
BUG=angleproject:1388
Change-Id: I4d346ca3c6914e56055aa6492d9d013634a1b9ad
Reviewed-on: https://chromium-review.googlesource.com/353693
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a1f6dc95
|
2016-06-15T23:27:04
|
|
Varying invariance must match between shaders in ESSL 1.00
While in ESSL 3.00 invariant is allowed only for out varyings.
Verify that, and update test expectations.
BUG=angleproject:1293
TEST=GLSLTest*.Invariant*
Change-Id: I5cab6c68f2b94ea2179719119668d905fe7a9b3d
Reviewed-on: https://chromium-review.googlesource.com/352743
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
cfa48d37
|
2016-06-15T22:14:36
|
|
Shader versions must match.
Per GLSL_ES_Specification_3.00.4 paragraph 3.3 Version Declaration:
"Shaders declaring version 3.00 of the shading language
cannot be linked with shaders declaring version 1.00."
BUG=angleproject:1361
TEST=GLSLTest_ES3.VersionMismatch
Change-Id: Icee672b798dcdb41a189e4a6459c4e643daf1fa6
Reviewed-on: https://chromium-review.googlesource.com/353182
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
d4f4c11b
|
2016-04-15T15:11:24
|
|
Fix deferring global array initialization
The initial implementation of DeferGlobalInitializers did not take
HLSL corner cases into account. In particular, in case there was a
const-qualified array variable with an initializer that contained
elements that weren't constant folded, initialization would not be
deferred and the global scope of HLSL output would contain a call to
angle_construct_into_*().
On the other hand, deferring global initializers was also done in
cases where it wasn't necessary. Initializers of non-const qualified
array variables that could be written as HLSL literals by HLSL output
were unnecessarily deferred.
This patch fixes both of these issues: Now all global initializers are
potential candidates for deferral instead of just those where the
symbol has the EvqGlobal qualifier, and initializers that are
constructors taking only constant unions as parameters are not
unnecessarily deferred.
BUG=angleproject:1205
BUG=541551
TEST=angle_end2end_tests
Change-Id: I4027059e0e5f39c8a5a48b5c97a3fceaac6b6f8a
Reviewed-on: https://chromium-review.googlesource.com/339201
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
9a9c0484
|
2016-04-12T10:36:25
|
|
Lexer: Error out on invalid field start.
When parsing something like x.} the following would happen:
- Parsing "." the lexer would move to the FIELDS start condition
- Parsing } the lexer wouldn't find any <FIELDS> rule matching
- The parser would fall back to <*>. that was asserted unreachable.
The fix is to add a <FIELDS>. rule to catch bad field starts
BUG=angleproject:1352
Change-Id: I262d2b9ef5f7346c19ae5e19a173e24f40f2f600
Reviewed-on: https://chromium-review.googlesource.com/338222
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
be59c2fb
|
2016-03-07T11:32:34
|
|
Fix ambiguous function call issues in HLSL output
D3D compiler can't resolve between these overloaded functions:
float4 vec4(float2x2 x0);
float4 vec4(float4 x0);
Include the parameter types in the function name to disambiguate
between overloaded user-defined functions and constructors, like this:
float4 vec4_float2x2(float2x2 x0);
float4 vec4_float4(float4 x0);
This is only done for float2x2 and float4 parameters, other parameter
types like float2x3 vs. float3x2 don't need this.
BUG=angleproject:1099
BUG=angleproject:1030
TEST=angle_end2end_tests,
dEQP-GLES3.functional.attribute_location.* (10 more tests pass),
dEQP-GLES2.functional.attribute_location.*
Change-Id: Ief047d41b0adbc238393c3c13cb29771cbb83d58
Reviewed-on: https://chromium-review.googlesource.com/329882
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
518b9fab
|
2016-03-02T11:26:02
|
|
Suppress some failing end2end_tests on Intel.
BUG=589851
Change-Id: Ia580cee30e6842aaddb4683025f425166f0f6120
Reviewed-on: https://chromium-review.googlesource.com/329735
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f09bf669
|
2016-03-02T11:26:01
|
|
Revert "Suppress some failing end2end_tests on Intel."
This reverts commit 7208f6994cf7d810c2226965362aad43d2a66f53.
Still some failures on Intel, requires a slightly different solution.
BUG=589851
Change-Id: I6ac6599249e9e0f6319c917e04734cd48ca9274d
Reviewed-on: https://chromium-review.googlesource.com/329734
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7208f699
|
2016-02-29T10:47:35
|
|
Suppress some failing end2end_tests on Intel.
BUG=589851
Change-Id: I91588014784a8a9b75389aeb596923458c30d80a
Reviewed-on: https://chromium-review.googlesource.com/329427
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5103f4c0
|
2016-01-26T11:40:18
|
|
Supress AMD OpenGL failures in angle_end2end_tests.
BUG=angleproject:1291
Change-Id: I4fc8cc152bb5ef18fff78bf312a14691e9de0243
Reviewed-on: https://chromium-review.googlesource.com/324030
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
69accbd1
|
2016-01-25T16:22:32
|
|
Supress Mac OpenGL AMD angle_end2end_test failures.
BUG=angleproject:1291
Change-Id: I7fe6a6203c71c893dad97d6e9bc8272164d44f58
Reviewed-on: https://chromium-review.googlesource.com/323790
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
e0cc2a4a
|
2016-01-20T10:58:17
|
|
Enable all angle_end2end_tests targeting OpenGL and OpenGL ES backends.
Added failure supressions and filed bugs for failing tests.
BUG=angleproject:1145
BUG=angleproject:1289
BUG=angleproject:1291
BUG=angleproject:1292
BUG=angleproject:1293
BUG=angleproject:1296
Change-Id: Ida78ba855500fe8a6ce6154d43ee01520330e3b1
Reviewed-on: https://chromium-review.googlesource.com/322695
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
9fc3682c
|
2015-11-18T13:08:07
|
|
D3D: Rework varying packing code.
In D3D we pack varyings by making a register map, and using the
recommended GLSL ES algorithm to reserve register space. We use
this map to assign row and column slots to each varying and then
produce a semantic index value.
The existing scheme had a number of bugs, and was failing several
angle_end2end_tests. The new design cleans up the code somewhat
and uses a different counting scheme for the semantic indexes:
just sort the varyings in packing order and use a simple
incrementing semantic index per varying. In SM4+, the HLSL compiler
sorts and packs the varyings correctly itself, and in SM3, handle
the cases we don't support by returning an error instead of a D3D
compiler link error.
Also refactor how we store varying information for TF Feedback/
StreamOut. Only store the necessary D3D information, instead of
extra information like the name and type.
This fixes several tests in GLSLTest/*. This also will allow us to
fix interpolation qualifier packing and the structure packing in
HLSL, which seems to work differently than the rest of the varying
types.
BUG=angleproject:1202
TEST=bots,dEQP-GLES3.functional.transform_feedback.*
Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639
Reviewed-on: https://chromium-review.googlesource.com/311241
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
7a3e8e24
|
2015-10-08T15:50:06
|
|
Don't include samplers in uniform vector count validation
Change-Id: Id2820643b70d3266c82eb10a5f05d3a5886e9323
Reviewed-on: https://chromium-review.googlesource.com/304871
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
|
|
f0ca9a0c
|
2015-09-14T11:53:10
|
|
Remove the usage of some c++11 library features
That were causing compilation error in Chromium Mac builds
BUG=angleproject:891
Change-Id: I45777451b300928e8c8d232a5b7ecffa7f1c3cbe
Reviewed-on: https://chromium-review.googlesource.com/299721
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
69f9b2c8
|
2015-08-20T13:25:41
|
|
Fixed GL_MAX_VERTEX_UNIFORM_VECTORS and GL_MAX_FRAGMENT_UNIFORM_VECTORS to report accurate maximum value.
Change-Id: Ic581e1ef0c6be2bf1ff0092b373b3c480b6fbd8a
Reviewed-on: https://chromium-review.googlesource.com/294755
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Cooper Partin <coopp@microsoft.com>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
|
|
814a54dd
|
2015-08-27T16:23:09
|
|
Force index/loop validation on the D3D9 backend
D3D9 shader models have limited support for looping, so the Appendix A
index/loop limitations are necessary. This is consistent with applying
the limitations on D3D9_3 feature level and lower of the D3D11 backend
too.
Also, when the limitations are not in place, a workaround for dynamic
indexing of vectors and matrices will be applied. This workaround does not
work on the D3D9 backend, as demonstrated with some WebGL conformance
failures caused by it in Chrome on D3D9.
BUG=525188
TEST=angle_end2end_tests
Change-Id: I6411594f067f2740f55d7560427026b23b15dac7
Reviewed-on: https://chromium-review.googlesource.com/296940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a5ef8d89
|
2015-08-19T14:52:21
|
|
Enabled loop indexing validation for fragment shaders compiled using renderers configured for FL9_3 and below.
BUG=angleproject:1130
Change-Id: I2b5d7091c394565354b14fbf9297276dce8d92a5
Reviewed-on: https://chromium-review.googlesource.com/294733
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
4d61f7ed
|
2015-08-12T10:56:50
|
|
Reland Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data'
Additional warnings found with more testing and added C4267 warning disable only for angle_libpng
BUG=angleproject:1120
Change-Id: Ic403dcff5a8018056fa51a8c408e64207f3362eb
Reviewed-on: https://chromium-review.googlesource.com/293028
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
02df796f
|
2015-07-01T10:03:42
|
|
Centralize renderer limitations for non-conformant renderers
Some renderer configurations (e.g. D3D11 Feature Level 9_3) have
some limitations and aren't quite conformant. This change
generates errors when applications hit these limitations, and
informs developers that they must work around them.
BUG=angleproject:1055
Change-Id: I6a4a9e5cc71288ca366a54c769ca0eb82e79a7f7
Reviewed-on: https://chromium-review.googlesource.com/282814
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
dd323e95
|
2015-06-09T15:16:31
|
|
Only run tests that the current hardware can support.
For each config, determine if a context can be created at test
instantiation time. This allows skipping of ES3 tests when the hardware
does not support ES3.
Updated the perf_tests to use the EGLPlatformParameters struct so that
they can be filtered in the same way.
Change-Id: If664604b057cec4005eb4b63bebd83cd4964b7b2
Reviewed-on: https://chromium-review.googlesource.com/276460
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
08a8438f
|
2015-05-20T14:08:07
|
|
Remove un-needed swapBuffers calls in the tests.
If a glReadPixels is done after a swapBuffers, it's results are often
undefined.
bug=angleproject:967
Change-Id: I4a99ca47624347ecbc0a5c084e93b997c92e1b31
Reviewed-on: https://chromium-review.googlesource.com/272423
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
d3970de4
|
2015-05-14T11:07:48
|
|
Move ANGLETest back in test_utils, leaving a proxy header for Chromium
BUG=angleproject:892
Change-Id: Ibd494813be87e996096077d6e208cc92461b8f49
Reviewed-on: https://chromium-review.googlesource.com/271154
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
b0c645e2
|
2015-05-12T14:25:36
|
|
Validate global initializer qualifiers
Allow only constants, other globals, temporaries, and uniforms to be used
in global variable initialization for now. The spec limits global
variable initialization further to only constant expressions, but fully
implementing this has a too large compatibility cost for ESSL 1.00, so
implement it only partially. In the case of ESSL 3.00 we can use stricter
validation, since there's no legacy to worry about.
Resubmitting the change, since the previous version neglected to remove
incorrect GLSL tests.
TEST=angle_unittests, WebGL conformance tests, angle_end2end_tests
BUG=angleproject:988
Change-Id: I1bb3b8dc305689a90eadfe8cc7705e5ac3829e03
Reviewed-on: https://chromium-review.googlesource.com/270651
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ac3ab882
|
2015-05-12T13:31:28
|
|
Temporarily move back ANGLETest in end2end_tests
This path needs to a Chrome change before it can change.
BUG=angleproject:892
Change-Id: I549737383b9720a2e7d83ee5e3145d71716f04cb
Reviewed-on: https://chromium-review.googlesource.com/270457
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
973402fd
|
2015-05-11T13:42:22
|
|
Compile end2end tests on Linux
BUG=angleproject:892
Change-Id: Id4a9ddc35ae9600080e743c77476d36743a3e646
Reviewed-on: https://chromium-review.googlesource.com/270199
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-on: https://chromium-review.googlesource.com/270412
|
|
e45b7458
|
2015-05-12T15:46:28
|
|
Revert "Compile end2end tests on Linux"
Build errors in Chromium:
ninja: Entering directory `C:\b\build\slave\GPU_Win_Builder\build\src\out\Release'
ninja: error: '../../gpu/egl_tests/EGLQueryContextTest.cpp', needed by 'obj/gpu/egl_tests/angle_end2end_tests.EGLQueryContextTest.obj', missing and no known rule to make it
This reverts commit be39156b10bf56686b03b274046e51ef156283fc.
Change-Id: I931295f16cad096e94baac9811ea2396a4182848
Reviewed-on: https://chromium-review.googlesource.com/270347
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
be39156b
|
2015-05-11T13:42:22
|
|
Compile end2end tests on Linux
BUG=angleproject:892
Change-Id: If3903f1801f4999bebaaaed2625346bfbec2243d
Reviewed-on: https://chromium-review.googlesource.com/270199
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
9cb9583e
|
2015-05-11T10:21:48
|
|
Move end2end and standalone tests to gl_tests and egl_tests
Also introduce a test_utils directory that contains helpers used for all
types of tests.
BUG=angleproject:892
Change-Id: I9e1bff895020ffd3a109162283971a290a1098bd
Reviewed-on: https://chromium-review.googlesource.com/270198
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|