|
dde78e8c
|
2017-05-22T14:13:27
|
|
ES31: Implement Vertex Attrib Binding on OpenGL
This patch intends to implement Vertex Attrib Binding on OpenGL
back-ends:
1. Add supports for updating vertex attributes by Vertex Attrib
Binding APIs.
2. Refactor the process of updating vertex attribtues in class
VertexArray to make it easier to implement this feature.
BUG=angleproject:1593
TEST=dEQP-GLES31.functional.vertex_attribute_binding.*
Change-Id: I800e61518c552b94b84c415895ad31668b0a84b2
Reviewed-on: https://chromium-review.googlesource.com/510251
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c7ba85c9
|
2017-07-14T22:17:01
|
|
TexutreD3D: Only update storage level if it exists.
This was causing an assertion failure in updateStorageLevel when the
storage didn't contain the requested level. Gate the call behind an
isValidLevel check.
TEST=conformance/misc/type-conversion-test.html
BUG=angleproject:1815
Change-Id: Iadf46d232d5a117ae1ae74c6e71677b1e06a5321
Reviewed-on: https://chromium-review.googlesource.com/572705
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
c5af8ba6
|
2017-07-11T12:18:31
|
|
D3D11: Make sure to resolve the storage for CopyTexImage3D.
TextureD3D_3D::copySubImage worked around missing functionality in D3D11
for copying a framebuffer directly to a texture storage but didn't handle
the case of a texture storage already existing. This caused the image to
have out-of-date data before the new data was copied into it. Simply copy
the data from the storage back into the image before performing the copy
from the framebuffer and then copy back to the storage afterwards.
TEST=conformance2/textures/misc/copy-texture-image-webgl-specific.html
BUG=angleproject:1815
Change-Id: I308d6a1d3ecbc738f7d0e232bece433e6b353638
Reviewed-on: https://chromium-review.googlesource.com/567199
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d90b214f
|
2017-07-12T15:33:35
|
|
D3D11: If an image is dirty, copy it to the storage before copying from a FB.
If a storage already existed, it may have old data in it. Check if the
image is dirty and copy the initialized memory into the storage before
copying data from the framebuffer.
TEST=conformance/textures/misc/copy-tex-image-and-sub-image-2d
BUG=angleproject:1815
Change-Id: Ic69c5519b2e09e4b62025b1bf413d2a71a4a2afb
Reviewed-on: https://chromium-review.googlesource.com/568410
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
34bc315d
|
2017-03-29T14:56:01
|
|
ES31: Implement multisampled Textures for D3D part.
Implement TexStorage2DMultisample api for d3d part.
BUG=angleproject:1590
TEST=angle_end2end_tests --gtest_filter=TextureMultisampleTest*
TEST=angle_deqp_gles31_tests --deqp-case=dEQP-GLES31.functional.texture.multisample.negative.fbo_*
Change-Id: Icbfba45b9c2965af02b54dd4060b7b49970cb74b
Reviewed-on: https://chromium-review.googlesource.com/457161
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
84db5733
|
2017-07-13T08:00:02
|
|
Merge "Fix non statically used fragment input structs on HLSL"
|
|
1636e1b9
|
2017-07-12T14:29:06
|
|
Merge "D3D11: Clip copy rect to the source framebuffer for copyTexImage3D."
|
|
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
|
|
bc5d7add
|
2017-07-10T16:17:26
|
|
D3D11: Clip copy rect to the source framebuffer for copyTexImage3D.
TEST=conformance2/textures/misc/copy-texture-image-webgl-specific.html
BUG=angleproject:1815
Change-Id: I146fcf97a9c90f07d6270672c5e44e05602eecf8
|
|
340b7b8b
|
2017-06-26T13:02:31
|
|
Add support for new internalformats in copyTextureCHROMIUM
This adds support in blit11::copyTexture for LUMA, LUMA_ALPHA, and ALPHA
formats as destinations. Added is handling for each case to match up
the corresponding shader. This required new premultiply and
unmultiply D3D11 shaders for some cases.
Changed copyTextureCHROMIUM validation to allow new formats.
Tests have been created to demonstrate using copyTextureCHROMIUM with
the new formats with default parameters, as well as with the
unpackPremultiply and unpackUnmultiply parameters.
BUG=:angleproject:2101
Change-Id: Id8cd303a46fe70710bc18172fc938552a6e4cfaf
|
|
88318b44
|
2017-07-05T14:39:01
|
|
Fall back to CPU copies for srgb textures in copy_texture_CHROMIUM.
The copied data is not supposed to have sRGB conversions applied to it
when written to the destination texture but an sRGB SRV is used by Blit11.
Instead of creating multiple sRGB and non-sRGB SRVs for textures, simply
fall back to the CPU copy path for this format for now.
Clip color channels that should not exist in the destination texture
formats in Image11::CopyImage. This works around issues with texture
formats with emulated channels.
TEST=conformance2/textures/image_bitmap_from_canvas/tex-2d-srgb8-rgb-unsigned_byte
TEST=conformance2/textures/image_bitmap_from_canvas/tex-2d-srgb8_alpha8-rgba-unsigned_byte
BUG=angleproject:1932
Change-Id: Ieeda3569f80d016fda781e7eb498acd3b97568d0
Reviewed-on: https://chromium-review.googlesource.com/559857
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
caf20889
|
2017-07-05T15:26:44
|
|
Fix incorrect quality level with depth-stencil buffer and MSAA configs.
Using a depth buffer format requires that the DSV and RTV have equal
quality levels; otherwise, the bound render target will discard writes.
BUG=angleproject:1917
Change-Id: Ife25b0a8958fa2b31b43a0d877d27e440916a9bf
Reviewed-on: https://chromium-review.googlesource.com/560716
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
95ba174e
|
2017-06-22T20:38:04
|
|
Clip TextureD3D_2D::copyImage to framebuffer.
WebGL CopyTexImage needs to zero the part of the texture corresponding
to area outside the framebuffer, so we zero the whole texture then clip
the read area.
The clipping also avoids problems with code lower down that isn't prepared
for read areas not entirely within the framebuffer.
Enable corresponding test.
BUG=angleproject:1815
Change-Id: Ia7e0243ca72fa7c8f5bacda4d2022061d6a6d4f0
Reviewed-on: https://chromium-review.googlesource.com/551056
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
27a60631
|
2017-06-30T15:12:01
|
|
Re-apply UBO binding workaround on program save.
The workaround which was previously defined to only apply on load
also seems to affect save on some AMD drivers.
BUG=angleproject:1637
BUG=angleproject:1897
Change-Id: Ia01a1420a484f3c2682ce97eaab18baccfb66a50
Reviewed-on: https://chromium-review.googlesource.com/558008
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
739bd8ba
|
2017-06-19T21:02:27
|
|
Clip FramebufferD3D::readPixels to framebuffer.
In GL, ReadPixels() is allowed to modify memory that corresponds to
pixels outside the framebuffer.
In WebGL it must not do that, so clip the read area to the framebuffer.
Enable corresponding test.
BUG=angleproject:1815
Change-Id: Ie99401a2102c352ffb1193a57aa66a5b96c184aa
Reviewed-on: https://chromium-review.googlesource.com/540556
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
56375021
|
2017-06-21T11:38:04
|
|
D3D11: Fix Buffer11 for GPU-to-CPU storage copy.
When copying from a non-mappable NativeStorage to a system memory
based storage, a staging buffer storage should be used. Currently
this is only done for PackStorage.
This covers the missed SystemMemoryStorage and
EmulatedIndexedStorage. Also it adds a triggering test case to
expose the bug.
BUG=angleproject:2076
Change-Id: I278a0eef85751e966c1c48ddd71010092a14a3f7
Reviewed-on: https://chromium-review.googlesource.com/542595
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ab04e6a7
|
2017-06-22T20:38:04
|
|
Clip TextureD3D_2D::copySubImage to framebuffer.
WebGL CopyTexSubImage does not allow touching parts of the texture that
correspond to area outside the framebuffer, so we clip the read area to
the framebuffer.
The clipping also avoids problems with code lower down that isn't prepared
for read areas not entirely within the framebuffer.
Enable corresponding test.
BUG=angleproject:1815
Change-Id: I411223669dae2a456dfc3e22acda907b73177988
Reviewed-on: https://chromium-review.googlesource.com/527411
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c6a34b03
|
2017-06-23T10:51:00
|
|
Add guards around dxgi_support_table.h.
BUG=angleproject:2082
Change-Id: I6f20502bac3c664d5ef8c6d65b244c37a5727f26
Reviewed-on: https://chromium-review.googlesource.com/545458
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
db9e5d31
|
2017-06-12T12:05:45
|
|
D3D11: Only apply attachments that are written by the program
This works around a bug in the AMD driver that writes 0's to the
first attachment if it isn't written by the pixel shader.
BUG=angleproject:2048
Change-Id: I384fd60c0e0a37fbc0fd7b69fe1ec74fe4ffac8f
Reviewed-on: https://chromium-review.googlesource.com/531630
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
da066657
|
2017-06-21T11:33:48
|
|
Fix invalid storage recovery on FL 9_3.
This problem was uncovered when I inadvertently changed TextureD3D to
delete its storage before its images. Small mips of compressed
textures must use a nullptr argument to CopySubResource, otherwise
the runtime complains about un-aligned sizes.
Also change the class to delete the Images before the Storage again
so we don't wastefully recover the images before deleting them. Also
change the Image pointers to use std::array and std::unique_ptr.
BUG=angleproject:1156
BUG=angleproject:2077
Change-Id: Idb2e53835b7a9b973285ff0781f70b25f05c77aa
Reviewed-on: https://chromium-review.googlesource.com/543438
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4928b7ca
|
2017-06-20T12:57:39
|
|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6260b7aa
|
2017-06-19T11:07:19
|
|
Fix kResourceTypeNames initialization
Due to a missing comma the kResourceTypeNames array contained a single
long (concatenated) string instead of NumResourceTypes independent
strings.
This incorrect initialization caused a crash in out-of-memory
situations, but this was only noticed on VC++ 2017 for some reason.
This fix adds the missing comma and uses a static_assert to ensure that
the array is initialized correctly.
BUG=chromium:727671,728226,731089
Change-Id: I9f0f3d3725b9f773505506513afb6c349db3a7fb
Reviewed-on: https://chromium-review.googlesource.com/539536
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
30ca54f4
|
2017-06-19T11:45:06
|
|
D3D11: Fix mingw64 build.
Two small build errors were breaking ming64.
BUG=angleproject:2071
Change-Id: Ia5c8e629e77c09f151b888364e92475b4c3f1709
Reviewed-on: https://chromium-review.googlesource.com/539796
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
fe54834f
|
2017-06-19T11:13:24
|
|
Proliferate gl::Context.
This enables a few small things: it will enable making the platform
a property of the Display rather than a global. The same goes for the
global logging annotator. Also it ensures all back-end implementations
have access to the GL / EGL state when available.
Also introduces a smart pointer helper class to angleutils for objects
that prefer to be destroyed with a context (gl::Context/egl::Display)
parameter. We were using std::unique_ptr in a few places that would
not work well with these objects.
BUG=angleproject:1156
Change-Id: I59e288a3d6f766ff8a0f4b48ff3a1fbf7489daba
Reviewed-on: https://chromium-review.googlesource.com/529706
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
638c7277
|
2017-06-13T15:50:26
|
|
Implement EGL_KHR_surfaceless_context for D3D, GL and NULL backends.
Skip all config attributes that have the value of EGL_DONT_CARE. From the
EGL 1.5 spec: "If EGL_DONT_CARE is specified as an attribute value, then
the attribute will not be checked.".
BUG=angleproject:1651
Change-Id: I30c95a1970543fb6f1d4b02d2babf3df61cad543
Reviewed-on: https://chromium-review.googlesource.com/533937
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
97ee6548
|
2017-06-07T17:06:05
|
|
Shunt more code to StateManager11.
Previously the Renderer11 would call directly into the state manager
sync methods. Instead make a single updateState method, and make
several state sync methods private to the manager. Also rename them
to clarify they're for syncing state, not for direct use.
BUG=angleproject:1156
Change-Id: I94880a744e7ade3895fa2a312a2436ba4ef38dba
Reviewed-on: https://chromium-review.googlesource.com/529705
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
fb05bcba
|
2017-06-07T15:43:18
|
|
Move the vk Serial class to renderer_utils.
This can be useful for other back-ends, for various types of state
management. Also redesign the class to use an opaque factory instead
of an increment operator. The class maintains the property of being
ordered. Also assume we don't overflow with 64-bit serials. We could
maybe redesign this to use 32-bit serials for memory constrained
situations, and handle overflow more gracefully.
I plan to use the serials to track state revisions for the vertex
array class, to avoid doing redundant work.
BUG=angleproject:1156
Change-Id: I02c78b228bc6e2fb3ee786fe67a4e607baaca18e
Reviewed-on: https://chromium-review.googlesource.com/529704
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c174db3a
|
2017-06-13T15:44:00
|
|
D3D11: Apply a non-null blendstate in masked depth clear.
In https://chromium-review.googlesource.com/c/453888/, we changed how
blendstates were applied in masked clears. This change would apply a
null blendstate when all color channels were disabled, but this seems
to have an issue on Intel Cherry View drivers. Work around this issue
by restoring the prior functionality of making a simple masked blend
state.
Also clean up some of the code style in the Clear11 class.
BUG=chromium:730126
Change-Id: I9a4044201b2f07e9483525513a59e19bb2a8bcd3
Reviewed-on: https://chromium-review.googlesource.com/533684
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d222d454
|
2017-06-06T17:48:35
|
|
Use HashingMRUCache in InputLayoutCache.
This simplifies the state management code inside this manager. Also
it should improve the speed of lookups due to using hashing instead
of a tree lookup.
BUG=angleproject:1156
BUG=angleproject:2044
Change-Id: I19ea8dbac6f2dfd7d30dd403d77b66ba0aa85d73
Reviewed-on: https://chromium-review.googlesource.com/527693
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
34ca4f5b
|
2017-06-13T11:49:39
|
|
Remove Shader::getSemanticIndex.
This method doesn't really belong to GL, and was only used by the D3D
back-end to compute some attribute indexes. Simplify the code by
moving it into ProgramD3D. Also add the ability for the ShaderImpl to
assert that any pending compiles have resolved.
BUG=angleproject:1156
Change-Id: I0af3d3082ff8c908e6a87b9734989efbefd28808
Reviewed-on: https://chromium-review.googlesource.com/526336
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
dd5f27ee
|
2017-06-07T10:17:09
|
|
Make VertexBinding's member variables private
The patch decorates all members in VertexBinding as private and limits
access to them only through getters and setters. This makes it easier to
debug and keep track of any assignments to the class members.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Iddd49063d060f136bc9cf11c313a5af0931d433c
Reviewed-on: https://chromium-review.googlesource.com/530786
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9cf9e871
|
2017-06-05T12:59:25
|
|
Move LinkResult to the gl:: namespace.
This is a derived type from gl::Error so makes sense to be there.
Also makes it more accessible than in ProgramImpl.h
BUG=angleproject:1897
Change-Id: Id41b13e5a072745d8c361057f5bef8f152e0452b
Reviewed-on: https://chromium-review.googlesource.com/522872
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
83418fb1
|
2017-06-05T12:59:24
|
|
Don't allow for error in ProgramImpl::save.
Refactoring cleanup patch only.
BUG=angleproject:1897
Change-Id: I6d12de5dab16ead9684886a1cf15b570e3c98156
Reviewed-on: https://chromium-review.googlesource.com/522871
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c084de14
|
2017-06-05T14:28:52
|
|
ProgramD3D: only broadcast when the GL_EXT_draw_buffers is enabled
The behavior is undefined in GL ES when multiple attachments are used
with gl_FragColor but WebGL clarifies that:
- If the extension is enabled, broadcast happens
- If the extension isn't enabled, only the first attachment is written
BUG=angleproject:2048
Change-Id: I6d85ba91df77d42fb8863a03f1faa006cd7817bf
Reviewed-on: https://chromium-review.googlesource.com/523809
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
0492d447
|
2017-06-07T13:45:15
|
|
Move murmurhash to src/common/third_party
Bug: chromium:697758
Change-Id: I8a3a990b14cde0fdd45319d593040bfc571abf3e
Reviewed-on: https://chromium-review.googlesource.com/527602
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
60f6eb20
|
2017-05-08T15:34:46
|
|
Add WebGL test that draws to missing attachment.
In WebGL one can Clear, DrawArrays, and DrawElements to a framebuffer
with a missing attachment with no error.
BUG=angleproject:1822
Change-Id: I4dece2fa8fad31c812e24ae18bdc380c2857a1f8
Reviewed-on: https://chromium-review.googlesource.com/502967
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
2cd45629
|
2017-06-08T20:14:13
|
|
D3D11: Consolidate Vertex Buffer application.
With this change, IASetVertexBuffers is only called from a single
code site in StateManager11. All other classes call through to here.
This will make adopting the dirty bits for InputLayouts and VBs much
simpler.
BUG=angleproject:2052
Change-Id: I6e7b6146deb7f80f5f0e75dd0aff18eb4cc2bfc2
Reviewed-on: https://chromium-review.googlesource.com/524232
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
863b6236
|
2017-06-08T11:18:49
|
|
Refactor redefineImage and track dirty images properly.
Several issues showed up in testing with WebGL:
* Images should only be forcefully re-defined when there is no data to
upload.
* After an image is marked dirty, a later call to subImage would cause
assertion failures because the texture storage would try to verify that
the image was not dirty, don't try to copy directly to storage in this
case.
BUG=angleproject:1635
Change-Id: I9e5d83850d743b7d4d2db938312ee5c35a3a79ee
Reviewed-on: https://chromium-review.googlesource.com/527348
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
982f6e01
|
2017-06-07T14:33:04
|
|
Improvements to the gl::Range class.
Make this a proper class, fix the extends method (previously did not
work as expected), add a contains method, and add tests. Also add an
iterator helper class so we can iterate over the range with range-for
loops.
This also fixes the shader resource unsetting code, which was not
actually unsetting all the possible applied textures.
BUG=angleproject:2052
Change-Id: I2a6fa97f96ccb612ad01a5e3f24dc869c54c967b
Reviewed-on: https://chromium-review.googlesource.com/527318
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5ea762a6
|
2017-06-07T14:59:51
|
|
Consolidate base:: imports.
This merges the mrucache and numerics into one folder, to prevent
having to make two identical versions of logging.
BUG=angleproject:2044
Change-Id: Iba6dab05b21eb9ba0de44f27a90579c590a9a7fd
Reviewed-on: https://chromium-review.googlesource.com/522870
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c4d18aac
|
2017-03-09T18:45:02
|
|
Use ErrorStream everywhere
Eliminates one more usage of FormatString and its static initializer.
Add more ErrorStream types
and replace gl::Error and egl::Error with them.
BUG=angleproject:1644
Change-Id: Ib498d0ae4b81a332ec71aed7cf709993b154e6bb
Reviewed-on: https://chromium-review.googlesource.com/505429
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
79460702
|
2017-06-06T15:30:45
|
|
Don't discard the storage on forceRelease, simply mark the image as dirty.
It was overkill to always destroy the storage, especially for cube maps.
Instead, just make sure the image thinks it's dirty when robust resource
init is enabled so that it is always copied to the storage after
redefinition.
BUG=angleproject:1635
Change-Id: Ieba065d1873ca66a216bd05f4f8afa9c75349ff9
Reviewed-on: https://chromium-review.googlesource.com/526295
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
966cb898
|
2017-06-05T16:08:27
|
|
D3D11: Don't dirty all uniforms on program change. (2/2)
Second patch for addressing missed comments.
BUG=angleproject:2053
Change-Id: I1268d571913f8ce7efa7b94a5d4e47cf9a80c3c0
Reviewed-on: https://chromium-review.googlesource.com/526275
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
dcc9b51d
|
2017-06-05T15:28:45
|
|
D3D11: Consolidate input layout application.
This merges all calls to IASetInputLayout to a single place in
StateManager11. This means we no longer have to invalidate the state
for D3D11, and can always lazily apply the input layout state.
Introduces a new ResourceSerial class to replace the uintptr_t and
DirtyPointer design.
BUG=angleproject:2052
Change-Id: I76b874218b754395f25a129967c769b1f8f82115
Reviewed-on: https://chromium-review.googlesource.com/523025
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
07b36365
|
2017-06-05T16:08:27
|
|
D3D11: Don't dirty all uniforms on program change.
Only dirty the uniforms if the uniforms are dirty. This gives about a
20% reduction in ANGLE overhead on a targeted micro-benchmark. It
probably won't have that large of an impact on most real-world
applications, but it was strictly unnecessary work.
Something that came up when investigating the internal program binary
cache in ANGLE D3D11.
BUG=angleproject:2053
Change-Id: I2d55c010c29ce9627a9001dd2abe6e549f0b7e8c
Reviewed-on: https://chromium-review.googlesource.com/524297
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
10bed9fc
|
2017-06-05T12:59:22
|
|
Minor optimizations to DynamicHLSL.
This makes us use std::ostringstream in more places, instead of
string concatenation.
BUG=chromium:697758
Change-Id: Ifdcaa2e7e119664fc9cfdc566ea13b519a294714
Reviewed-on: https://chromium-review.googlesource.com/521729
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
f2a06035
|
2017-06-05T14:07:36
|
|
Force-release images on redefine when robust resource init is enabled.
If the user repreatedly calls glTexImage with null data and the same size,
it is expected that the texture would re-fill itself with zero'd data.
TextureD3D and ImageD3D would no-op these calls when the texture is
already the right size.
TEST=conformance2/rendering/blitframebuffer-filter-outofbounds
BUG=angleproject:1635
Change-Id: I810b15922759a4acfc0ef7da198f068b81e9efc4
Reviewed-on: https://chromium-review.googlesource.com/524436
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
93a540fc
|
2017-06-05T14:26:47
|
|
D3D11: Reset the TF binding offsets when glBeginTransformFeedback is called.
BUG=angleproject:2051
Change-Id: I09e8548ef76b7d824743d06b0bba21633bc40a24
Reviewed-on: https://chromium-review.googlesource.com/523671
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
bd044ed8
|
2017-06-05T12:59:21
|
|
Defer shader compiles when possible.
When using the program binary memory cache inside ANGLE, this will
give a potential fast path. If the user doesn't query the shader
compile status or info log before calling LinkProgram, then we can
check the program cache before translating the program, and if it
finds a hit, we don't even need to call the translator.
To preserve the shader settings at compile time, a reference to the
current shader translator is kept in a binding pointer on the call
to compile. This mirrors a similar implementation in Chromium's
command buffer. Also the compile options and source are cached at
compile to preserve the correct shader state.
BUG=angleproject:1897
Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212
Reviewed-on: https://chromium-review.googlesource.com/517379
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
63fa2e94
|
2017-06-01T17:11:41
|
|
D3D11: Consolidate Query allocation.
This compiles the resource refactor for D3D11. The only remaining
non-smart handles are for things like SwapChains and ID3D11Blob.
This might be more easily managed by using angle::ComPtr or
similar smart pointers instead of the Resource Manager class.
BUG=angleproject:2034
Change-Id: I53c753a1c19b05c4e72859dd5046e3ed10866847
Reviewed-on: https://chromium-review.googlesource.com/506777
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
0fd806f1
|
2017-06-01T17:11:40
|
|
D3D11: Consolidate Shader allocation.
Similar to the InputLayout init, this adds a small helper type to act
as a wrapper around shader init data (binary and size).
This also adds error trapping to the blit shader compilation. It also
removes the LazyResource2 class, and the CompileXS helper methods.
BUG=angleproject:2034
Change-Id: I3fd718393c8a0250e4263890f00d0e9147ec9567
Reviewed-on: https://chromium-review.googlesource.com/506776
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5978e28d
|
2017-06-02T11:49:31
|
|
D3D11: Consolidate InputLayout allocation.
This introduces a helper type to act as the initialization data type
for input element arrays. A WrappedArray class acts as a helper class
to wrap a C array and size into a C++ class, similar to std::array
but without the data storage.
Also move resource deallocation memory counting into a single code
path.
BUG=angleproject:2034
Change-Id: I5e108254777f0df65f5f60fe26e760c71b95b542
Reviewed-on: https://chromium-review.googlesource.com/506775
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b7d5e303
|
2017-06-01T16:04:46
|
|
D3D11: Default init all textures.
The resource manager factory methods will use ClearView or zero-filled
buffers to set initial data. It assumes there are no 3D depth/stencil
textures. This will lead to some wasteful re-creation of RTVs in some
cases.
This is a temporary measure until we can implement more efficient
lazy resource init strategies.
BUG=angleproject:1635
Change-Id: I590e76587d3d96a359beedb79e21d24930e5f2e0
Reviewed-on: https://chromium-review.googlesource.com/503254
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c564c070
|
2017-06-01T12:45:42
|
|
Pass gl::Context to impl methods instead of ContextImpl.
In some cases we might have to call back into the GL layer, passing
the Context, and if we just have a ContextImpl pointer this isn't
possible. It also removes the need for SafeGetImpl.
BUG=angleproject:2044
Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6
Reviewed-on: https://chromium-review.googlesource.com/516835
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
948bbe51
|
2017-06-01T13:10:42
|
|
Redesign robust resource init as a display extension.
Also correct the enum allocation to values that are available to ANGLE.
BUG=angleproject:1635
Change-Id: I443f5654aa6a5049b4a1ae4c253cd6473b4e446e
Reviewed-on: https://chromium-review.googlesource.com/520002
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
cd930cf0
|
2017-05-31T13:36:32
|
|
EGLDevice: Fix edge-case memory leak.
This could happen if there was an error on device init.
Reported by Microsoft.
BUG=None
Change-Id: I059fd9308d0536b4120c28e684e37567d14b3fd5
Reviewed-on: https://chromium-review.googlesource.com/519642
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ea19b4ac
|
2017-05-25T14:48:34
|
|
Don't store Renderer in RenderStateCache.
Instead pass it around via methods. This makes the code a bit nicer.
BUG=angleproject:2044
Change-Id: I721e190a2ecde2b1a65e57debf419ee06a5dce29
Reviewed-on: https://chromium-review.googlesource.com/516385
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
9216a6e2
|
2017-05-24T15:53:20
|
|
Introduce MRUCache.
This library comes from Chromium's base, and is useful for many use
cases in ANGLE. It can replace the custom MRU code we use in the
RenderStateCache. It will also be useful for implementing a program
binary cache.
BUG=angleproject:2044
Change-Id: Iba166fe380d7ed4e3123428b0227b9d299f756d1
Reviewed-on: https://chromium-review.googlesource.com/516384
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
0a82f2fa
|
2017-05-30T15:42:00
|
|
D3D11: Don't copy SharedSRVs around.
This was causing a very large performance regression in Texture
re-binding. Instead pass by const &, which should be fine, since
values in std::map (and unordered_map) are not reallocated when the
map changes.
Also make the SharedResource type non-copyable, and add an explicit
makeCopy method for when we need to clone the shared pointer.
BUG=angleproject:2034
BUG=chromium:727318
Change-Id: I39508a6ca4b41e4da31fe68899caa4464138cada
Reviewed-on: https://chromium-review.googlesource.com/517670
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
63d8c266
|
2017-05-29T13:35:09
|
|
Re-use std::hash in RenderStateCache.
This will allow us to more easily take advantage of Chromium's
MRUCache class.
BUG=angleproject:2044
Change-Id: I3fad82fc825861dc1c2095f25da83159da76e76b
Reviewed-on: https://chromium-review.googlesource.com/517359
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
aa0a5446
|
2017-05-25T13:30:23
|
|
Ensure gl State structs are zero filled.
In some cases we would hash or memcmp against structs with bools or
other non-filled data. This could have implementation differences,
and may have been causing cache errors on Clang.
BUG=chromium:721648
BUG=angleproject:2044
Change-Id: I981a1e6e8d50a33f7fade568497b72b919accfce
Reviewed-on: https://chromium-review.googlesource.com/516383
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
80616218
|
2017-05-17T15:40:03
|
|
Support CHROMIUM_copy_texture for all formats on D3D11.
Adds a CPU readback and conversion path when the destination texture is
not renderable.
BUG=angleproject:1932
Change-Id: I71461ca991dc10dd636ff38e1ae20db2be0f8d63
Reviewed-on: https://chromium-review.googlesource.com/508308
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
20805650
|
2017-05-25T12:20:59
|
|
D3D11: Consolidate state allocation.
This cleans up the allocation and deallocation of Blend, DepthStencil,
Rasterizer, and Sampler states.
This patch introduces a LazyResource2 class, basically a replacement
for LazyResource, which will be removed once the refactor is done.
BUG=angleproject:2034
Change-Id: I4fa759ae479807ff69a629f89a08b01800ba3f66
Reviewed-on: https://chromium-review.googlesource.com/503627
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
bdc1e2a2
|
2017-05-24T14:40:27
|
|
D3D11: Consolidate Buffer allocation.
We now allocate and release all buffer resources from a single place,
allowing us to allocate junk memory, clear on init, and track the
currently allocated buffer memory.
BUG=angleproject:2034
Change-Id: Id60b63a7f77bc369dfc494a7587ab06c8d34a8e2
Reviewed-on: https://chromium-review.googlesource.com/503253
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2c479d6e
|
2017-05-24T14:37:22
|
|
D3D11: Use TextureHelper11 everywhere.
This consolidates all texture allocation into ResourceManager11.
It removes a lot of error checking and resource management code.
In a few places we're storing some redundant information, like in
TextureStorage11, we might store the Format pointer in two places,
or the Texture's size.
BUG=angleproject:2034
Change-Id: I9369e76925a67632c444c662e5667c5ed7875547
Reviewed-on: https://chromium-review.googlesource.com/503252
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6811a316
|
2017-05-24T16:50:06
|
|
Use GetPlatformDisplay instead of GetPlatformDisplayEXT.
This will allow us to use EGLAttrib and pass pointers as Display
init parameters if necessary.
BUG=angleproject:2042
Change-Id: Ib0f85d71bc9d3dff2db9453012f40303f3c3bd7c
Reviewed-on: https://chromium-review.googlesource.com/513518
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9d7d719c
|
2017-05-24T14:35:59
|
|
D3D11: Move CreateStagingTexture to Renderer11.
This will make staging texture tracking easier.
BUG=angleproject:2034
Change-Id: I2f0418cc5784100bf6fba59b4bda1b2dd9dc18d1
Reviewed-on: https://chromium-review.googlesource.com/503251
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4f0e003e
|
2017-05-01T16:04:35
|
|
Implement the new formats/features of the ES3 CHROMIUM_copy_texture.
Some non-renderable texture formats remain unimplemented.
BUG=angleproject:1932
Change-Id: Id206432d6e26a70fc0e84478a4e43e9eefadcf2f
Reviewed-on: https://chromium-review.googlesource.com/491948
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
caafd890
|
2017-05-19T14:31:25
|
|
D3D11: Don't store device in InputLayoutCache.
We will need the Renderer pointer for resource allocation, so
pass it around instead of storing the device and context.
BUG=angleproject:2034
Change-Id: Iaf271913f88c5402895aa81de310aa22fcd72cc4
Reviewed-on: https://chromium-review.googlesource.com/509930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e0e009fe
|
2017-05-19T14:13:03
|
|
D3D11: Consolidate SRV allocation.
This change also moves all SRV storage to use the custom smart
pointer classes in ResourceManager11. Every single SRV is now
allocated in ResourceManager11. For TextureStorage11 and
RenderTarget11, we use a shared pointer type since the SRVs use
shared ownership by both classes.
BUG=angleproject:2034
Change-Id: I90666fbbbc23ff10870b7401f3da09ef79258136
Reviewed-on: https://chromium-review.googlesource.com/503250
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
39b826fc
|
2017-05-24T09:47:44
|
|
Reduce warning spam for failed D3D shaders.
This prevents Chrome's about:gpu from being filled with bad shaders,
and instead only prints the relevant error lines.
BUG=None
Change-Id: I75fcd2ef920d2ed7b98e8668c487b0921faf4c0b
Reviewed-on: https://chromium-review.googlesource.com/513417
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
764a1e76
|
2017-05-18T11:11:47
|
|
D3D11: Consolidate DSV allocation.
This uses the new classes introduced in ResourceManager11. Smart
pointers mean we can use ANGLE_TRY in more places, and don't need
to manually release these views. There is now a single point in the
D3D11 back-end where depth stencil views are allocated.
BUG=angleproject:2034
Change-Id: If0de2529ece1298e8babf24c07cc4be9849cc4de
Reviewed-on: https://chromium-review.googlesource.com/503249
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
403c1682
|
2017-05-18T11:11:46
|
|
D3D11: Add resource manager classes.
The resource manager tracks the allocations and deallocations of all
D3D11 resources that have device memory: Buffers and Textures (which
are either 2D or 3D). It also tracks the number of active Views (DSV,
RTV, and SRV, potentially UAV with ES 3.1).
A new smart pointer type will wrap the resource deallocation so that
the object notifies the manager when ANGLE is done with the resouce.
This allows us to track precisely how much GPU memory we think we're
using at any point, and will help prevent resource leaks for these
object types. It also makes initialization and releasing much more
trivial.
The base class for a resource uses a template template parameter so
that we can use a unique or shared pointer depending on if the object
in question needs unique or shared ownership. For some resources
(in our case, SRVs are shared between the TextureStorage11 and
RenderTarget11 classes, and Textures are shared in many places) we
need to have the ability to have shared ownership. Unique ownership is
a little bit more efficient so supporting both can be helpful.
In this patch RenderTargetView allocation is moved to use the unique
smart pointer.
BUG=angleproject:2034
Change-Id: Idb1245c24cd66733b8b5ca524c727350b2d2c745
Reviewed-on: https://chromium-review.googlesource.com/503248
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
231c7f56
|
2017-04-26T13:45:37
|
|
Apply clang-format to many files.
This cleans up the formatting in many places.
BUG=None
Change-Id: I6c6652ebc042f1f0ffecced53582d09d66b4f384
Reviewed-on: https://chromium-review.googlesource.com/487884
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
73badc07
|
2017-03-29T19:14:53
|
|
ES31: Implement glDispatchCompute for D3D backend
BUG=angleproject:1955
TESTCASE=angle_end2end_tests
Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf
Reviewed-on: https://chromium-review.googlesource.com/462067
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
995c2ed2
|
2017-05-15T13:31:45
|
|
Initialize currentValueAttrib->binding in updateCurrentValueAttribs
This patch intends to fix a crash issue in the win-clang build of
ANGLE by adding the missing currentValueAttrib->binding assignment
in StateManager11.cpp::updateCurrentValueAttribs(). In D3D11 all
vertex attributes (VertexAttribute and its VertexBinding) should be
treated as a whole, so we should always ensure these two parts are
availabe.
This patch also add ASSERTs before using *translated->attrib and
*translated->binding to prevent a TranslatedAttribute object
having a null attrib or binding.
BUG=chromium:721783, angleproject:1593
Change-Id: Id11d6f1d4c37daabad2265e01ea38eb51046b9cb
Reviewed-on: https://chromium-review.googlesource.com/505928
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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62a416d5
|
2017-04-28T09:59:56
|
|
Re-enable the RGB10A2 backbuffer format.
BUG=angleproject:1662
Change-Id: I9bd830a3021a0cfa9010c5e58d3a284cc3eeca26
Reviewed-on: https://chromium-review.googlesource.com/490346
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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aa7203ef
|
2017-05-03T23:32:29
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|
Inherit privately from angle::NonCopyable.
Make all inheritance from angle::NonCopyable private so the compiler
complains about this (admittedly unlikely) code:
class Foo: angle::NonCopyable {
virtual ~Foo() { ... }
};
angle::NonCopyable *p = new Foo;
delete p;
In the above code ~Foo() is not called, only ~NonCopyable(), because the
latter is not virtual. Making it virtual would add overhead to all derived
classes which don't already have a virtual method.
Also tighten access in NonCopyable, because we can.
BUG=angleproject:2026
Change-Id: Id0dc4d959cfb7bb82cf49382118129abb1d3a4f0
Reviewed-on: https://chromium-review.googlesource.com/495352
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
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6ba99e3d
|
2017-05-03T13:10:46
|
|
Re-generate pre-compiled D3D shaders.
BUG=angleproject:1932
Change-Id: I927eb5adc73bcede220ec56a9634783edd735d18
Reviewed-on: https://chromium-review.googlesource.com/494706
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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5416f753
|
2017-03-09T22:02:43
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|
Clear11 Shader Optimizations and Shader Management Rework
- ClearShader made into a class that manages all required shaders and input layouts for clears
- ClearShader reuses VS for all clear types. This reduces shader compilation time and memory usage
significantly
- Use constantBuffer for color/z values instead of VB to decouple VB & VS from clearType and
allowing for the same VS to be used for multiple clear types
- FL10+ Devices: Generate positions using SV_VertexID in VS to avoid having to bind VB.
- FL93 Devices: Use an immutable VB containing only position data (SV_VertexID not supported)
- Implement CB cache. Incoming color/Z values checked against cache and CB/cache only updated if
there is a mismatch. Significantly reduces the frequency of expensive CB map/rename operations
especially in common scenarios where most/all clears use the same color/z values
BUG=angleproject:1935
Change-Id: I2015fbdcc135ba08b65dbecbe9c62499c2801037
Reviewed-on: https://chromium-review.googlesource.com/453882
Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
876429b7
|
2017-04-20T15:46:24
|
|
Update gl2.h and update entry points.
Some method signatures were updated. Types like GLclampf and GLvoid
were replaced with other equivalents.
BUG=angleproject:1309
Change-Id: I05e8e2072c5a063d87ad96a855b907424661e680
Reviewed-on: https://chromium-review.googlesource.com/475011
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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25e297e9
|
2017-04-20T17:01:20
|
|
D3D11: Alias dirty buffer channel bindings.
The types for this were a bit disorganized. Clean this up.
BUG=angleproject:1635
Change-Id: I669d347697e0c7c5b06ed7165fa0997c375e876e
Reviewed-on: https://chromium-review.googlesource.com/483315
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
66c5e619
|
2017-04-25T11:40:03
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|
TextureD3D: Mark images dirty after deleting the texture storage.
When a texture storage is deleted, it copies its mip levels back into
images and marks them clean. Marking the images dirty before deleting the
texture storage would have no effect.
BUG=705865
Change-Id: Ib4c0fc9bea1236fc31963d1b7db814785bc54abc
Reviewed-on: https://chromium-review.googlesource.com/486107
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
d75dd26c
|
2017-04-20T17:01:19
|
|
Make ImageSibling inherit from FramebufferAttachment.
Only currently Renderbuffers and Textures can be bound with images.
This makes the relationship explicit, and also ensures that an image
sibling can determine if it's been initialized or not, which is
important for the robust resource init extension with Textures and
EGLImages.
BUG=angleproject:1635
Change-Id: Ie05319cfbfda50f1497cab3f0b9ca64e1bff8955
Reviewed-on: https://chromium-review.googlesource.com/469154
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
151d5de6
|
2017-04-13T09:52:23
|
|
Enable MSAA for texture client buffers
Enhancement to the EGL_ANGLE_d3d_texture_client_buffer extension to
allow use of a shared D3D texture that can be multi-sampled.
BUG=angleproject:1917
Change-Id: Iaf59bbd575a5dfb29345f55b549bc4017bf2d7d0
Reviewed-on: https://chromium-review.googlesource.com/446907
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
331f6dbd
|
2017-04-13T13:57:59
|
|
Tighten workaround on unary minus for Intel D3D drivers
This driver bug has been fixed in 20.19.15.4624.
BUG=chromium:644033
Change-Id: I6f621d7c4d4b823da29255f869af84097f4f7c2c
Reviewed-on: https://chromium-review.googlesource.com/476118
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
76b8f469
|
2017-04-21T12:23:40
|
|
Use a shared state for egl::Image.
This allows us to stop duplicating some information in the impl.
BUG=angleproject:1635
Change-Id: If8f7d2418571c3254729f48c463814ec18ed2644
Reviewed-on: https://chromium-review.googlesource.com/469153
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
f6b986c8
|
2017-04-18T14:52:31
|
|
Refactor TextureStorage11
The CL includes below changes:
1. Change bool isAssociatedImageValid to void verifyAssociatedImageValid
since we always required that the validation check should never be false.
So ASSERT() is enough. Same to
Image11::isAssociatedStorageValid->Image11::verifyAssociatedStorageValid.
2. Remove the unnecessary if checking after ASSERT
3. Use override instead of virtual if the function is virtual and
is overriding a virtual function from the base class.
BUG=angleproject:2006
Change-Id: I036666ae1ed4bfcaa8cef9e0e9626d375cd81a27
Reviewed-on: https://chromium-review.googlesource.com/480015
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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|
4f285443
|
2017-04-21T12:15:49
|
|
Refactoring: replace NULL by nullptr for pointers (2nd CL).
This CL mainly handles the pointer comparisons (== or !=).
BUG=angleproject:2001
Change-Id: I25ac3b61032e7ad91459a1c6541cadc87cf9b160
Reviewed-on: https://chromium-review.googlesource.com/483935
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4fd95d54
|
2017-04-05T11:22:18
|
|
Stop using FramebufferAttachment::Target.
Target includes the binding (DEPTH/STENCIL/COLOR), which is not useful
for many operations. Simplify this to just passing the mip/layer.
This allows us to stop using this internal struct in other classes.
BUG=angleproject:1635
Change-Id: Ic5a11781bf45fe7835437fa1e363c190b876d453
Reviewed-on: https://chromium-review.googlesource.com/469152
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d7297bfb
|
2017-04-19T15:27:10
|
|
Code refactoring: replace NULL by nullptr for pointers.
This is the frist change to replace NULL by nullptr.
It handles the initialization and assignment for pointers.
BUG=angleproject:2001
Change-Id: I6d4bb198a72e38b867cd2f65a6e6f2f61339a0b5
Reviewed-on: https://chromium-review.googlesource.com/481600
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ca27139e
|
2017-04-05T12:30:00
|
|
Key the format tables on internal format and type.
Keying the format tables on internal format alone is not enough to fully
validate the unsized formats which require additional type information.
This CL has no functional changes, it just splits the tables and updates
the calls to GetInternalFormat info to provide type information when the
format is not sized.
BUG=angleproject:1523
BUG=angleproject:1958
BUG=angleproject:1228
Change-Id: I37e5201e7f54fa8eca01b8a6e64b11a6b94484e7
Reviewed-on: https://chromium-review.googlesource.com/468449
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6de51858
|
2017-04-12T09:53:01
|
|
Optimize angle::BitSetIterator.
Adds a new custom bitset template to handle packing as many bits as
possible into a single variable. Intelligently select the right class
depending on platform features and bit sizes.
For now, always use a packed 64-bit set on 64-bit, instead of using
a 32-bit set for smaller bitsets.
BUG=angleproject:1814
Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b
Reviewed-on: https://chromium-review.googlesource.com/471827
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b36e5393
|
2017-04-12T15:45:13
|
|
D3D: Return an empty string when the translated shader source is empty.
TEST=conformance/extensions/webgl-debug-shaders
BUG=angleproject:1991
Change-Id: Id210ec43501c4e4f3db2c8a0aec25e1d20b18d33
Reviewed-on: https://chromium-review.googlesource.com/475992
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a9042d3c
|
2017-03-17T08:50:45
|
|
ES31: Add array element transformfeedback
This enhances the PackedVarying to be either one element of array, or
whole array. Correspondingly the VaryingPacking is expanded to pack it
properly.
BUG=angleproject:1950
Change-Id: I0529d7ac4367d42b2b433410fbf08351412aada8
Reviewed-on: https://chromium-review.googlesource.com/459115
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1e5499db
|
2017-04-05T11:22:16
|
|
Refactor Signal utils into template classes.
This will allow us to pass on extra information to the receiving end,
such as the specific texture levels that are dirty.
BUG=angleproject:1635
Change-Id: Idb7ca1d625499e50e7712c458b694f6e9bfc0595
Reviewed-on: https://chromium-review.googlesource.com/453382
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
2b39659d
|
2017-03-29T15:36:04
|
|
ES31: Implement glDispatchCompute for OpenGL backend
This patch refers to https://chromium-review.googlesource.com/c/380639/
BUG=angleproject:1955
TESTCASE=angle_end2end_tests
Change-Id: Iafd7a6ba2d71c0b332d9267a1260d9dbd9800c02
Reviewed-on: https://chromium-review.googlesource.com/462089
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
46258e1f
|
2017-04-10T12:28:34
|
|
Blit9: Pass the dest rect to setViewportAndShaderConstants.
Using the sourceRect for calculating the viewport and texture coordinates
was not enough when the source and destination rectangles were different
sizes (generating mipmaps).
BUG=709232
Change-Id: I2704ddf6e3da0939ad77d278ab495e53a2d9bc7d
Reviewed-on: https://chromium-review.googlesource.com/473266
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
20e005b2
|
2017-04-07T14:19:22
|
|
Rename BitSetIterator.h to bitset_utils.h
BUG=angleproject:1814
Change-Id: I152ae13b6b7cf0ba72259967f0f124e199b20e07
Reviewed-on: https://chromium-review.googlesource.com/471826
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|