|
7ebb97fc
|
2016-09-08T18:01:50
|
|
Use 64-bits compile options
BUG=chromium:645071
Change-Id: I31825123bf4cb45fb37a93f538e8936487beb5ff
Reviewed-on: https://chromium-review.googlesource.com/382712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d0bad2c7
|
2016-09-09T18:01:16
|
|
Split ternary node class from TIntermSelection
Ternary operator nodes are typed parts of expressions, they always
have two children and the children are also guaranteed to be
TIntermTyped. "If" selection nodes can't be a part of an expression,
they can have either one or two children and the children are code
blocks. Due to all of these differences it makes sense to store these
using two different AST node classes.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I913ab1d806e3cdb5c21106f078cc9c0b6c72ac54
Reviewed-on: https://chromium-review.googlesource.com/384512
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1fe74c7e
|
2016-08-25T13:23:01
|
|
Manually compute the mipmap size for the textureSize builtin.
There were two issues with the current implementation:
* The GetDimensions function already takes into account the base level of the
SRV.
* The GetDimensions function returns doesn't return valid sizes for levels
that don't exist in the SRV. Instead, manually do the lod offset.
BUG=angleproject:931
BUG=angleproject:1316
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2d_fixed_vertex
Change-Id: I63259b563a42b93b73949e0ef7ac412099a42f13
Reviewed-on: https://chromium-review.googlesource.com/376099
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
856c497e
|
2016-08-08T11:38:39
|
|
Clarify error checking function names in the GLSL parser
Most error checking functions in ParseContext used to follow a format
like <property>ErrorCheck. Sometimes this function would check that
the node/value would have <property>, sometimes it would check that
the node/value would not have it, which was confusing. Change most of
these functions to use a lot more descriptive names, which clearly
communicate what they are checking for.
Also includes a bit of refactoring in constructorErrorCheck(), so that
the function only checks for errors rather than also setting the type
of the constructor node.
Also make TType::arraySize unsigned, and return a sanitized size from
checkIsValidArraySize() instead of using an output parameter.
BUG=angleproject:911
TEST=angle_unittests
Change-Id: Id9767b8c79594ad3f782f801ea68eb96df721a31
Reviewed-on: https://chromium-review.googlesource.com/367070
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b741c761
|
2016-06-29T15:49:22
|
|
Support precision emulation on HLSL
Re-submit with missing virtual destructor and angle::NonCopyable
added.
Add precision emulation support to HLSL 4.1 output. This makes it
possible for developers to test their shaders for precision issues
easily on Chrome on Windows without having to use the GL backend. The
patch has been verified with Chrome on Windows to reproduce some
precision bugs in real-world WebGL content, including old versions of
the babylon.js library.
The EmulatePrecision AST transformation still relies on writing out
raw shader code for the rounding functions, with raw HLSL code added
alongside pre-existing GLSL and ESSL code. In some ways it would be
nicer to do the EmulatePrecision step as a pure AST transformation,
but on the other hand the raw code is much more readable and easier
to optimize.
To better support multiple output languages in EmulatePrecision, add a
RoundingHelperWriter class that has different subclasses for writing
the rounding functions in different languages.
The unit tests are expanded to cover the HLSL output of precision
emulation. The parts of the tests that require the HLSL output are
only active on Windows where ANGLE_ENABLE_HLSL define is added to the
unit tests. Putting the HLSL tests in an entirely separate file is a
worse alternative, since it would require either a lot of code
duplication or add a lot of boilerplate to the individual tests.
BUG=angleproject:1437
TEST=angle_unittests
Change-Id: I47d501037c206f4bd8b976d3acab9b21c717084c
Reviewed-on: https://chromium-review.googlesource.com/360152
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
3fdaf6f2
|
2016-07-13T15:07:41
|
|
Revert "Support precision emulation on HLSL"
Forgot to add virtual destructors.
BUG=angleproject:1437
This reverts commit a42e8b2cb9d0857f53c0490b5be3bf25b4e1f827.
Change-Id: If33fecfeca9947deedf4668c64dbadf25a5dc5eb
Reviewed-on: https://chromium-review.googlesource.com/360122
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a42e8b2c
|
2016-06-29T15:49:22
|
|
Support precision emulation on HLSL
Add precision emulation support to HLSL 4.1 output. This makes it
possible for developers to test their shaders for precision issues
easily on Chrome on Windows without having to use the GL backend. The
patch has been verified with Chrome on Windows to reproduce some
precision bugs in real-world WebGL content, including old versions of
the babylon.js library.
The EmulatePrecision AST transformation still relies on writing out
raw shader code for the rounding functions, with raw HLSL code added
alongside pre-existing GLSL and ESSL code. In some ways it would be
nicer to do the EmulatePrecision step as a pure AST transformation,
but on the other hand the raw code is much more readable and easier
to optimize.
To better support multiple output languages in EmulatePrecision, add a
RoundingHelperWriter class that has different subclasses for writing
the rounding functions in different languages.
The unit tests are expanded to cover the HLSL output of precision
emulation. The parts of the tests that require the HLSL output are
only active on Windows where ANGLE_ENABLE_HLSL define is added to the
unit tests. Putting the HLSL tests in an entirely separate file is a
worse alternative, since it would require either a lot of code
duplication or add a lot of boilerplate to the individual tests.
BUG=angleproject:1437
TEST=angle_unittests
Change-Id: Ia4ba0374cd415908f16f34752321af1cb93525a5
Reviewed-on: https://chromium-review.googlesource.com/358473
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
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>
|
|
5858f7e3
|
2016-04-08T13:08:46
|
|
Re-land "Refactor texture function handling in OutputHLSL"
This change is pure refactoring, it does not introduce any functional
changes.
Separate texture function output into a helper class and further into
different helper functions to make the code more maintainable.
Some of the logic is simplified slightly by eliminating duplicate
cases and limiting the scope of variables where possible, but care
has been taken to preserve the exact same functionality as before.
Re-land with a fix to typo in include guard.
BUG=angleproject:1349
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression)
dEQP-GLES3.texture.* (no regression)
Change-Id: I57c1ec1950fa05bd16275ca578eb5ee99b34a5ae
Reviewed-on: https://chromium-review.googlesource.com/339180
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c2ed9380
|
2016-04-15T13:29:25
|
|
Revert "Refactor texture function handling in OutputHLSL"
It triggered an include guard warning on Windows Clang
This reverts commit 6f6c5580553d1f3c584df692823c2f5640e23d88.
Change-Id: Ibd4f2851f311a494f16376d8eed38f3119594761
Reviewed-on: https://chromium-review.googlesource.com/338933
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
6f6c5580
|
2016-04-08T13:08:46
|
|
Refactor texture function handling in OutputHLSL
This change is pure refactoring, it does not introduce any functional
changes.
Separate texture function output into a helper class and further into
different helper functions to make the code more maintainable.
Some of the logic is simplified slightly by eliminating duplicate
cases and limiting the scope of variables where possible, but care
has been taken to preserve the exact same functionality as before.
BUG=angleproject:1349
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression)
dEQP-GLES3.texture.* (no regression)
Change-Id: I5d81b842d693c0055890d5724eae6c105e454cd8
Reviewed-on: https://chromium-review.googlesource.com/337931
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
3d932d83
|
2016-04-12T11:10:30
|
|
Defer global initializers when necessary
Move global variable initializers that are not constant expressions to
a function that gets called at the start of main(). This is done
with an AST transformation. This needs to be done because global
variable initializers must be constant in native GL, but ANGLE is more
lenient with what can be put into ESSL 1.00 global initializers to
remain compatible with legacy WebGL content.
Non-constant global variable initializers also caused issues in HLSL
output, since in HLSL output some types of expressions get unfolded
into multiple statements. These include short-circuiting operators and
array initialization. To make sure that these cases are covered, any
initializers that can't be constant folded are deferred, even if they
have the const qualifier.
The old deferring mechanism in OutputHLSL is removed in favor of this
new AST transformation based approach.
BUG=angleproject:819
BUG=angleproject:1205
BUG=angleproject:1350
BUG=596616
TEST=WebGL conformance test
conformance/glsl/misc/global-variable-init.html
Change-Id: I039cc05d6b8c284baeefbdf7f10062cae4bc5716
Reviewed-on: https://chromium-review.googlesource.com/338291
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b079c7af
|
2016-04-01T12:32:52
|
|
Wrap integer textures with correct wrap mode in HLSL
The wrap mode information for all three dimensions is packed to a
single integer in order to conserve sampler metadata space. Only one
int4 vector is used for the metadata for a single sampler.
The sampler metadata is now packed into a struct instead of an array
of integers in order to make the code more readable and maintainable.
The internalFormatBits field is not removed in this patch. It's better
to remove it in a separate patch, so restoring it is easier in case it
will be used for optimizing some of the texture sampling functions.
The wrap mode passed in sampler metadata is used to wrap the texture
coordinates in the code generated to implement ESSL 3.00 integer
texture sampling built-ins.
Those dEQP-GLES3.functional.texture.units.* tests that sample from
integer cube maps still fail on Intel D3D after this change,
presumably due to driver issues.
BUG=angleproject:1244
BUG=angleproject:1095
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.texture.units.* (all pass on NVIDIA),
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
Change-Id: I4e31e5796086f9cc290c6f1f8c4380a768758d71
Reviewed-on: https://chromium-review.googlesource.com/336638
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
ced87057
|
2016-04-04T16:34:27
|
|
Fix integer texture sampling with explicit gradients
The lod level should be selected according to the explicit gradients,
and the gradients are relative to the normalized texture coordinates,
so they need to be multiplied by the base level dimensions to get the
correct gradients to use in the lod level formula.
In the case of sampling integer cube maps, the derivatives of the
texture coordinates on the cube map face need to be calculated based
on the derivatives of the cube map direction vector components.
Also includes fix for sampling integer cube maps with explicit LOD.
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.shaders.texture_functions.*grad*
Change-Id: Iadd358e713fa9695e755e98db8f368e8c512ac45
Reviewed-on: https://chromium-review.googlesource.com/337100
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
d4102f09
|
2016-01-22T14:54:04
|
|
Refactor HLSL texture coordinate output to prepare for wrap modes
Wrap modes for integer textures need to be implemented in shaders in
HLSL. This requires more complex transformations on the texture
coordinates, so store the texture coordinate code for each texture
coordinate in a string variable.
BUG=angleproject:1244
TEST=dEQP-GLES3.functional.shaders.texture_functions.* (no regression),
dEQP-GLES3.functional.texture.units.* (no regression)
Change-Id: Iadd9617a7f906aa1d56dabfba6639f932152e6f1
Reviewed-on: https://chromium-review.googlesource.com/336637
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
9696316d
|
2016-03-21T11:54:33
|
|
Support ESSL structs containing samplers on D3D
Since HLSL can't natively handle samplers in structs, samplers need to
be extracted out of structs into separate variables in the translated
shader code. In HLSL 4.1, samplers that were in structs go into the
normal sampler arrays and are identified by index constants. In other
HLSL versions, samplers that were in structs are translated as uniform
variables.
These transformations are done inside the HLSL output classes, not as
tree transformations. This helps to keep the uniform API provided by
the shader translator intact.
Wherever a struct containing samplers is passed into a user-defined
function, the translated HLSL code passes the separate sampler
variables alongside a struct where the samplers have been removed.
The D3D backend in libANGLE queries the uniform registers of any
samplers that were in uniform structs, and adds them to the register
maps, so that correct sampler state gets assigned to them.
The extracted sampler variables are prefixed with "angle_" instead of
the usual "_" to prevent any name conflicts between them and regular
variables.
BUG=angleproject:504
TEST=angle_end2end_tests,
dEQP-GLES*.functional.shaders.struct.uniform.* (all pass),
dEQP-GLES*.functional.uniform_api.* (most now pass)
Change-Id: Ib79cba2fa0ff8257a973d70dfd917a64f0ca1efb
Reviewed-on: https://chromium-review.googlesource.com/333743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
b076adde
|
2016-01-11T16:45:46
|
|
Implement gl_VertexID
BUG=angleproject:1217
Change-Id: Ibb9423d7de4966bce231734925a804b6340b5059
Reviewed-on: https://chromium-review.googlesource.com/321420
Reviewed-by: Jamie Madill <jmadill@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>
|
|
f8bf583b
|
2016-02-11T16:21:49
|
|
Pass integer texture format bit count to shaders on D3D11
This will be needed in the future when integer texture wrap mode support
will be added by sampling integer textures through FLOAT/UNORM/SNORM
SRVs.
The bit count needs to be passed for 8-, 10- and 16-bit textures. 32-bit
integer textures are the ones left over. Only passing the bit counts for
the absolute minimum number of formats avoids unnecessary driver constant
buffer updates.
BUG=angleproject:1244
BUG=angleproject:1095
TEST=angle_end2end_tests
Change-Id: I28a84588842b2eb9a1661454437d21c22ce794b7
Reviewed-on: https://chromium-review.googlesource.com/326944
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bce743ab
|
2016-01-15T17:18:28
|
|
Use texture base level to implement textureSize on D3D11 HLSL
HLSL GetDimensions call doesn't take the texture base level into account,
so ANGLE needs to use the texture base level passed in uniforms to
emulate ESSL textureSize() which does take it into account.
After this change the relevant dEQP tests pass on NVIDIA, Intel is still
suffering from an issue where a wrong value is returned when the lod
is > 0 (tested on Intel HD Graphics 4600). AMD is also suffering from an
unknown issue.
BUG=angleproject:596
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
(all pass on NVIDIA now), angle_end2end_tests
Change-Id: I13e33d126008ecdf2b89461a3fb5040949cf19e2
Reviewed-on: https://chromium-review.googlesource.com/322123
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
618bebcd
|
2016-01-15T16:40:00
|
|
Pass texture base level to shaders on D3D11
The base level is passed to shaders in an array included in the driver
uniform block. This is done on feature levels above 9_3, which treat
samplers as indices to sampler arrays in shaders.
A separate uniform block couldn't be used for the sampler metadata,
since that would bring the number of available uniform blocks down to
below minimum level defined by GLES 3.0.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Ie040521402f9996d51a978aeeba9222e9dd761ce
Reviewed-on: https://chromium-review.googlesource.com/326290
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
2a63b3f8
|
2016-02-08T12:29:08
|
|
Re-land "Implement EGL_experimental_present_path_angle"
- Re-land with clang fix.
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: I56b339897828753a616d7bae837a2f354dba9c63
Reviewed-on: https://chromium-review.googlesource.com/326730
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d1c46228
|
2016-02-08T14:51:18
|
|
Revert "Implement EGL_experimental_present_path_angle"
Compile failure on Clang/Win:
The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 --
"..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo
/showIncludes /FC
@obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp
/c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp
/Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj
/Fdobj\gpu\angle_end2end_tests.cc.pdb
In file included from
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7:
In file included from
..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13:
..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of
integers of different signs: 'const int' and 'const unsigned int'
[-Werror,-Wsign-compare]
if (expected == actual) {
~~~~~~~~ ^ ~~~~~~
..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of
function template specialization 'testing::internal::CmpHelperEQ<int, unsigned
int>' requested here
return CmpHelperEQ(expected_expression, actual_expression, expected,
^
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) :
note: in instantiation of function template specialization
'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here
ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch);
^
..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro
'ASSERT_EQ'
# define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2)
^
..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro
'GTEST_ASSERT_EQ'
EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \
^
BUG=angleproject:1219
This reverts commit 6b3c1db5170450bbc4946d8f18ba0d8619da43a0.
Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6
Reviewed-on: https://chromium-review.googlesource.com/326680
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6b3c1db5
|
2015-12-18T14:01:46
|
|
Implement EGL_experimental_present_path_angle
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c
Reviewed-on: https://chromium-review.googlesource.com/321360
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
00140f4a
|
2016-02-03T18:47:33
|
|
Revert "Pass texture base level to shaders on D3D11"
This reverts commit 3026829e155bd89b5ca5b7b7c5267699b9192557.
Change-Id: I0b4c3f5b1453b993b149423bb1ce407f4918cf54
Reviewed-on: https://chromium-review.googlesource.com/325435
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
3026829e
|
2016-01-15T16:40:00
|
|
Pass texture base level to shaders on D3D11
The base level is passed to shaders in a uniform block created
specifically for passing sampler metadata. This is done on feature levels
above 9_3, which treat samplers as indices to sampler arrays in shaders.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I846f2fc195ab1fd884052824ffd3c1d65083c0fb
Reviewed-on: https://chromium-review.googlesource.com/322122
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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9b4e8626
|
2015-12-22T15:53:22
|
|
Redesign samplers in shaders on D3D11
Translation of samplers to HLSL on D3D11 is changed as follows:
Instead of passing around HLSL sampler and HLSL texture references in
shaders, all references to ESSL samplers are converted to constant
indices within the shader body. Each ESSL sampler is identified by an
unique index. In the code generated to implement ESSL texture functions,
these indices are used to index arrays of HLSL samplers and HLSL
textures to get the sampler and texture to use.
HLSL textures and samplers are grouped into arrays by their types. Each
unique combination of a HLSL texture type + HLSL sampler type gets its
own array. To convert a unique sampler index to an index to one of these
arrays, a constant offset is applied. In the most common case of a 2D
texture and a regular (non-comparison) sampler, the index offset is
always zero and is omitted.
The end goal of this refactoring is to make adding extra metadata for
samplers easier. The unique sampler index can be used in follow-up
changes to index an array of metadata passed in uniforms, which can
contain such things as the base level of the texture.
This does not solve the issues with samplers in structs.
The interface from the point of view of libANGLE is still exactly the
same, the only thing that changes is how samplers are handled inside the
shader.
On feature level 9_3, the D3D compiler has a bug where it can report that
the maximum sampler index is exceeded when in fact it is not. This can
happen when an array of samplers is declared in the shader. Because of
this the new approach can't be used on D3D11 feature level 9_3, but it
will continue using the old approach instead.
BUG=angleproject:1261
TEST=angle_end2end_tests,
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions)
dEQP-GLES3.functional.texture.units.* (no regressions)
Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f
Reviewed-on: https://chromium-review.googlesource.com/320571
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
|
|
6c9b2ae9
|
2015-12-08T13:43:11
|
|
Revert "D3D11: Use clamp wrap mode for Integer textures."
dEQP-GLES3 texture failures:
http://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20dEQP%20%28NVIDIA%29/builds/4510/steps/angle_deqp_gles3_tests/logs/stdio
dEQP-GLES3.functional.shaders.texture_functions.texture.isampler*
dEQP-GLES3.functional.shaders.texture_functions.texture.usampler*
BUG=angleproject:1244
This reverts commit 7a6a1ffeb275a8b565701305c8b42857ff2bf0b0.
Change-Id: I0e25e7aed0e0d78015d5b8f5a7b9a81e0a5fca4e
Reviewed-on: https://chromium-review.googlesource.com/316641
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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8c46ab11
|
2015-12-07T16:39:19
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|
OutputHLSL: Avoid using info sink stack as much as possible.
Due to how the traversers work, it might not be trivial to avoid the
info sink stack entirely, but minimize its use to keep the code as
functional as possible.
BUG=angleproject:958
Change-Id: I354313f10f496feea7c6a6f167b0617aeadbe5b0
Reviewed-on: https://chromium-review.googlesource.com/316412
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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7a6a1ffe
|
2015-12-07T16:32:58
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|
D3D11: Use clamp wrap mode for Integer textures.
Until we can support all wrap modes for int textures, use a correct
clamping scheme. This fixes several dEQP GLES3 FBO tests.
This shuffles some of the tests in functional.texture.units since
it hard-codes a different behaviour for all wrap modes, ignoring
the sampler setting.
BUG=angleproject:1244
TEST=dEQP-GLES3.functional.texture.*
Change-Id: Ic7e89a111728dfb18821534996bf5b9a5ad172b6
Reviewed-on: https://chromium-review.googlesource.com/313997
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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8d9f35f1
|
2015-11-24T16:10:20
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|
Re-land "D3D11: Fix Integer Texture Cube mip mapping."
We were missing both the correct SRV parameter, as well as the full
computation of the mip level in the HLSL.
Re-land makes the mip computation only happen with implicit sampling.
Before it would confuse the LOD0 computation.
BUG=angleproject:1208
TEST=dEQP-GLES3.functional.texture.*
Change-Id: I4b579033afe5cd1aca1f2d017e48a74c7fc324cc
Reviewed-on: https://chromium-review.googlesource.com/314330
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
ee322723
|
2015-11-24T20:42:48
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|
Revert "D3D11: Fix Integer Texture Cube mip mapping."
2 tests failed:
dEQP_GLES3.Default/functional_shaders_texture_functions_texture_isamplercube_vertex (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234)
dEQP_GLES3.Default/functional_shaders_texture_functions_texture_usamplercube_vertex (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234)
BUG=angleproject:1208
This reverts commit 5778557fe99e300f245a7bfc2200f6b0179e3fbf.
Change-Id: I6f7441bdbfbf937680b0d572645edee8ece649a1
Reviewed-on: https://chromium-review.googlesource.com/314301
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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5778557f
|
2015-11-23T09:37:44
|
|
D3D11: Fix Integer Texture Cube mip mapping.
We were missing both the correct SRV parameter, as well as the full
computation of the mip level in the HLSL.
BUG=angleproject:1208
Change-Id: I345b1e0895495654de3863c4ebcc395d9b7371b9
Reviewed-on: https://chromium-review.googlesource.com/312060
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
e8e4debc
|
2015-11-18T17:15:38
|
|
Fix invalid generated sampling functions in HLSL output
In some generated shaders, "levels" would be read before it is assigned
by GetDimensions when clamping mip level to valid range. Fix these cases.
BUG=angleproject:1092
TEST=dEQP-GLES3.functional.shaders.texture_functions.*
(12 tests start passing)
Change-Id: I9fce8d378606738e5172673d222bce7968e26789
Reviewed-on: https://chromium-review.googlesource.com/312022
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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18b9deb4
|
2015-11-05T12:14:50
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|
Support writing initializers using HLSL literal syntax
Instead of using constructor functions to initialize variables, it is
better to use literal initializer syntax provided by HLSL when it is
possible. This way shader complexity is reduced and constant array
initialization doesn't have to go through as many AST transformations.
Before this patch, vec4 initialization would result in the following
kind of HLSL:
float4 f = float4(1.0, 2.0, 3.0, 4.0);
After this patch, it will be:
float4 f = {1.0, 2.0, 3.0, 4.0};
Before this patch, vec2 array initialization would result in the
following kind of HLSL:
float2 f[2] = {0, 0, 0, 0};
angle_construct_into_2_float2(f, float2(1.0, 2.0), float2(3.0, 4.0));
After this patch, it will be:
float2 f[2] = {1.0, 2.0, 3.0, 4.0};
BUG=angleproject:1094
BUG=541551
TEST=WebGL conformance tests
Change-Id: I9816a8d95a2cba3964922f6b561862d478da6145
Reviewed-on: https://chromium-review.googlesource.com/311160
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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b1edc4f5
|
2015-11-02T17:20:03
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|
Accept const array initialization in shader parsing
Array constructors are not folded, unlike all other constant expressions.
Change initializer parsing path so that it accepts constant initializers
whether they are folded or not.
Some parts need to be adapted to work with expressions that are qualified
as constant but that are not necessarily folded:
1. Identifier parsing
2. Indexing parsing
3. Field selection parsing
4. HLSL output for variable declarations
5. Determining unary operator result type
6. Determining binary operator result type
7. Determining built-in function call result type
8. Determining ternary operator result type
Corner cases that are not supported yet:
1. Using array constructors inside case labels
2. Using array constructors inside array size expressions
3. Detecting when a negative constant expression containing an array
constructor is used to index an array
In these cases being able to constant fold the expression is essential to
validating that the code is correct, so they require a more sophisticated
solution. For now we keep the old code that rejects the shader if ANGLE
hasn't been able to constant fold the case label or array size. In case of
indexing an array with a negative constant expression containing an array
constructor, ANGLE will simply treat it as a non-constant expression.
BUG=541551
BUG=angleproject:1094
TEST=dEQP-GLES3.functional.shaders.constant_expressions.* (all pass),
angle_unittests
Change-Id: I0cbc47afd1651a4dece3d68acf7ec72a01fdf047
Reviewed-on: https://chromium-review.googlesource.com/310231
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
5f0246ca
|
2015-07-22T10:30:35
|
|
Implement gl_FragDepth for GLES SL 3.0
Makes it an error to access gl_FragDepthEXT in #version 300 es shader.
TODO:
Lacks the feature to make "#extension GL_EXT_frag_depth : require" an
error for #version 300 es.
Reland of: https://chromium-review.googlesource.com/#/c/287570
BUG=angleproject:1102
TEST=angle_unittest
Change-Id: I064d918d65f37539cb1e14f12173ca5591a4ea3f
Reviewed-on: https://chromium-review.googlesource.com/301711
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
477b243b
|
2015-08-31T10:41:16
|
|
Change the FLATTEN heuristic to "ifs with a loop with a gradient"
This heuristic makes more sense than the previous "ifs with a
discontinuous loop" as the reason we need to flatten is that we need
gradients to be in branchless code.
Change the UnrollFlatten test accordingly.
Tested with:
- the WebGL CTS
- dev.miaumiau.cat/rayTracer "Skull Demo"
- THe turbulenz engine GPU particle demo
- Lots of ShaderToy Samples (inc. Volcanic, Metropolis and Hierarchical
Voronoi)
- Google Maps Earth mode
- Lots of Chrome experiments
- madebyevan.com/webgl-water
BUG=524297
Change-Id: Iaa727036fffcfde3952716a1ef33b6ee0546b69d
Reviewed-on: https://chromium-review.googlesource.com/296442
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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|
59f9a641
|
2015-08-06T20:38:26
|
|
Remove EOpInternalFunctionCall
It's cleaner to mark internal functions by using the TName class,
similarly to TIntermSymbol.
TEST=angle_unittests
BUG=angleproject:1116
Change-Id: I12a03a3dea42b3fc571fa25a1b11d0161f24de72
Reviewed-on: https://chromium-review.googlesource.com/291621
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
f5cfc8df
|
2015-08-06T16:36:39
|
|
Track whether a name is internal to ANGLE in a separate class
The AST contains identifiers in a few different places: besides symbols,
there are also function names, which show up in function signatures
and function calls. Any of these can be coming either from the original
shader or from inside ANGLE. A class that encapsulates a string and its
internalness will be useful for implementing a unified way of handling
all names in shader translation. Start implementing this by splitting
the functionality out of TSymbol.
TEST=angle_unittests
BUG=angleproject:1116
Change-Id: I0a1b5936dcccd0d5fc1c0c13c712102fbfff2a79
Reviewed-on: https://chromium-review.googlesource.com/291280
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
e2bfe2cd
|
2015-07-23T21:25:45
|
|
Revert "Implement gl_FragDepth for GLES SL 3.0"
assertion failures in WebGL2 CTS.
This reverts commit 544809610a131fe7040f2212789c62e212bbaf24.
Change-Id: I2e0c7045c5b6ef9031a6e6c5916504fe68f51077
Reviewed-on: https://chromium-review.googlesource.com/287910
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
54480961
|
2015-07-22T10:30:35
|
|
Implement gl_FragDepth for GLES SL 3.0
Makes it an error to access gl_FragDepthEXT in #version 300 es shader.
TODO:
Lacks the feature to make "#extension GL_EXT_frag_depth : require" an
error for #version 300 es.
BUG=angleproject:1102
TEST=angle_unittest
Change-Id: Ic313a0e1ed6369550d53885290f300fab1aaf304
Reviewed-on: https://chromium-review.googlesource.com/287570
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
07e57df7
|
2015-06-16T16:55:52
|
|
Added non square matrix construction
Added new construction operations for
non square matrices, along with the
required changes to the related
translation functions.
Change-Id: I04ae7d4b2d1bb363b35d088cea45c0e7c4bc8a13
Reviewed-on: https://chromium-review.googlesource.com/277729
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
5a0edc62
|
2015-06-30T12:36:07
|
|
Change intializer list order to match field order.
BUG=505304
Change-Id: I38149e72732f0b4eb7d398f90b5d11660e2a7fbc
Reviewed-on: https://chromium-review.googlesource.com/282465
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
4785fec9
|
2015-05-18T16:09:37
|
|
Clean up most common extra semicolons and braces in HLSL output
Clean up extra semicolons and braces from loops and conditional statements
and extra braces from function definitions.
This makes the HLSL output considerably easier to read.
TEST=angle_unittests, angle_end2end_tests, dEQP-GLES3.functional.shaders.*,
WebGL conformance tests
BUG=angleproject:1013
Change-Id: I8180bab7b3d4bda1cdb8e4fb51cf9d8e384dd797
Reviewed-on: https://chromium-review.googlesource.com/273607
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
4d59f3c6
|
2015-05-28T17:33:53
|
|
Make false blocks produced by RewriteElseBlocks sequence nodes
All child nodes of selection should be sequence nodes, so that they will
output braces and extra braces can be removed from HLSL output.
Also make RewriteElseBlocks to reuse common IntermTraverser functionality
to simplify the code.
TEST=WebGL conformance tests on D3D9
BUG=angleproject:1013
Change-Id: Iafdc05468b22d110abcd020cf52c646dd98fb4a0
Reviewed-on: https://chromium-review.googlesource.com/273608
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
d94f6647
|
2015-05-18T16:25:12
|
|
Add ANGLE support for ESSL3 variant of mix()
This change adds support for ESSL3 variant of built-in function mix()
that takes last argument as a boolean vector. lerp() - HLSL equivalent
of mix() doesn't look to be supporting a variant that takes last
argument as a boolean vector so emulated it for HLSL.
BUG=angleproject:1006
TESTS=dEQP tests
Fixes "no matching overloaded function found " errors in below tests:
dEQP-GLES3.functional.shaders.constant_expressions.builtin_functions.common.mix_*_b*
(Note: These tests still fail because of constant expression issues)
Change-Id: I79b353933cb450516b8678b1fdaeabe60417e9a7
Reviewed-on: https://chromium-review.googlesource.com/271751
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
fd3b9be6
|
2015-05-18T17:07:36
|
|
Set mUsesDiscardRewriting more conservatively
This fixes a regression from recent refactoring of unfolding short-circuiting
operators. mUsesDiscardRewriting used to be set based on detecting patterns
that the AST traverser now overwrites before the code reaches OutputHLSL. With
this patch mUsesDiscardRewriting is set more conservatively, which ensures that
using discard works correctly also in case the input shader contains the same
kind of pattern as the short-circuiting operator unfolding creates.
TEST=WebGL conformance tests on D3D9
BUG=chromium:488552
Change-Id: Iea0103822a268079593b0913f0b6fc54c745c6e3
Reviewed-on: https://chromium-review.googlesource.com/271761
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
d81ed841
|
2015-05-12T12:46:35
|
|
Defer executing if statements in the global scope
Unfolding of short-circuiting operators (ternary and logical operators) may
create if statements in the global scope, which is not valid HLSL. Use existing
deferred global initialization function to defer execution of if statements in
the global scope.
TEST=WebGL conformance tests
BUG=angleproject:819
Change-Id: I2b0afcc6824dab6bb87eb6abed609e75b1384dab
Reviewed-on: https://chromium-review.googlesource.com/270461
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a6f22096
|
2015-05-08T18:31:10
|
|
Make UnfoldShortCircuit to change AST instead of writing output
This is needed to make way for further AST transformations to handle array
expressions that need to work correctly together with unfolding short-
circuiting operators. This also improves the maintainability of HLSL output
by isolating the unfolding into a separate compilation step.
The new version of UnfoldShortCircuit traverser will traverse the tree until
an expression that needs to be unfolded is encountered. It then unfolds it and
gets reset. The traverser will be run repeatedly until no more operations to
unfold are found. This helps with keeping the traverser's design relatively
simple.
All declarations are separated to single declarations before short-circuit
unfolding is run. Previously OutputHLSL already output every declaration
separately.
BUG=angleproject:960
TEST=WebGL conformance tests, angle_unittests, angle_end2end_tests
Change-Id: Id769be396adbd4c0223e418980dc464dd855f019
Reviewed-on: https://chromium-review.googlesource.com/270460
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6ba6eadc
|
2015-05-04T14:21:21
|
|
Rename ConstantUnion to TConstantUnion.
This clarified that we're using the Pool allocator/deallocator for
this type.
BUG=angleproject:993
Change-Id: If8c95f6054d07291e7014be0d4e35766ba2e943b
Reviewed-on: https://chromium-review.googlesource.com/269131
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
2e295e23
|
2015-04-29T10:41:33
|
|
hlsl: Fix struct specifiers in uniforms.
We would miss the definition for structs specfied in uniforms. Fix
this by always checking to add the constructor. Fixes the WebGL
test 'glsl/misc/struct-specifiers-in-uniforms'.
BUG=angleproject:818
BUG=433412
Change-Id: I411e4a4477f7ef34fceb9faa77489f77d8efdce8
Reviewed-on: https://chromium-review.googlesource.com/267797
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
a1884f2b
|
2015-04-29T10:15:16
|
|
Fixes for the tagging of discontinuous loops
The first fix was for all loops being considered discontinuous in
OutputHLSL because of a typo that produced a tautology.
The error was not detected by the unit tests because as an optimization we
do not generate Lod0 calls when they are not needed for the callee
function (which was correctly detected by the analysis in this case).
Fixed the unit tests by adding a call to a builtin gradient operation.
The second fix was for discard not being taken into account in the
analyses of the AST, which caused a WebGL test regression after the first
fix for conformance/glsl/bugs/conditional-discard-in-loop
BUG=angleproject:982
Change-Id: I1315eac1ad36f726be52d7fda5facf3104341b1f
Reviewed-on: https://chromium-review.googlesource.com/267814
Tested-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d57e0db3
|
2015-04-24T15:05:08
|
|
Remove separate compilerdebug.h in favor of debug.h
This unifies the behavior across the compiler and rest of ANGLE - for
example, one can use #define ANGLE_TEST_CONFIG to disable UNIMPLEMENTED
asserts in both the compiler and the rest of ANGLE. Compiler traces from
asserts also go to the same TRACE_OUTPUT_FILE as other traces instead of
being directed through ParseContext.
The compiler build already includes the common sources, so no changes to
build config are needed.
The original version of this change was reverted due to release mode
build issues. This version adds UNUSED_ASSERTION_VARIABLE where needed.
TEST=angle_unittests, angle_end2end_tests,
dEQP-GLES3.functional.shaders.*
BUG=angleproject:983
Change-Id: I36929020a04251b8bc834fbb3c069e10128c3082
Reviewed-on: https://chromium-review.googlesource.com/267411
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
a656490d
|
2015-04-27T14:30:32
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|
Revert "Remove separate compilerdebug.h in favor of debug.h"
Causing compile warnings in Release:
1>compiler\translator\CallDAG.cpp(238): error C2220: warning treated as error - no 'object' file generated
1>compiler\translator\CallDAG.cpp(238): warning C4189: 'op' : local variable is initialized but not referenced
1>compiler\translator\IntermNode.cpp(1495): error C2220: warning treated as error - no 'object' file generated
1>compiler\translator\IntermNode.cpp(1495): warning C4189: 'replaced' : local variable is initialized but not referenced
1>compiler\translator\IntermNode.cpp(1517): warning C4189: 'replaced' : local variable is initialized but not referenced
This reverts commit 5271025865b34685da71d0309131c5aff2e32f71.
Change-Id: Icdf1c37eef22a13d083767609ab0b0285d3dc517
Reviewed-on: https://chromium-review.googlesource.com/267359
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
52710258
|
2015-04-24T15:05:08
|
|
Remove separate compilerdebug.h in favor of debug.h
This unifies the behavior across the compiler and rest of ANGLE - for
example, one can use #define ANGLE_TEST_CONFIG to disable UNIMPLEMENTED
asserts in both the compiler and the rest of ANGLE. Compiler traces from
asserts also go to the same TRACE_OUTPUT_FILE as other traces instead of
being directed through ParseContext.
The compiler build already includes the common sources, so no changes to
build config are needed.
TEST=angle_unittests, angle_end2end_tests,
dEQP-GLES3.functional.shaders.*
BUG=angleproject:983
Change-Id: Ifca4d16f667b1e5cf9c2e7cc4139940091917a1c
Reviewed-on: https://chromium-review.googlesource.com/266993
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
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a8c414ba
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2015-04-16T15:51:03
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|
Add basic support for arrays as return values in HLSL output
In HLSL output, user-defined functions that have an array as their return value
get changed so that they have the array as an out parameter instead.
Still missing: support for calling a function that has array as a return value
without assigning the array. Also support for assignments inside complex
expressions.
TEST=dEQP-GLES3.functional.shaders.arrays.return.*
BUG=angleproject:941
Change-Id: I79f5170139116a3dcfb2be2df5f0f79a3d955ca8
Reviewed-on: https://chromium-review.googlesource.com/266003
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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78174db7
|
2015-04-21T16:14:00
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|
Replace EvqInternal with a separate flag to make it more flexible
The internal flag disables decorating a given symbol in output, effectively
placing it to a different namespace than user-defined symbols. This enables the
compiler to insert symbols to the tree when transforming it to be suitable for
HLSL output without running into name conflicts. In this patch the flag is
separated from the qualifiers since sometimes different qualifiers need to be
used with these internal symbols.
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
BUG=angleproject:941
Change-Id: I7036bed98fdb1478a383bb959ca03b42c3cb8100
Reviewed-on: https://chromium-review.googlesource.com/266690
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
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1239ee94
|
2015-03-19T14:38:02
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|
Use the AST analyses to narrow the usage of [[loop]] and [[unroll]]
These attributes are now used exactly in the loops and ifs
that require them, limiting the number of failed compilations
due to excessive unrolling and flattening.
Also output Lod0 functions only when needed.
Adds unit tests for LOOP, FLATTEN and Lod0 generation.
The patch was tested against the WebGL CTS 1.0.4 for which all the
failures existed prior to this patch and seem to be unrelated to this
change. It also works correctly on the following sites that had trouble
with [[loop]] and [[unroll]]:
* dev.miaumiau.cat/rayTracer "Skull Demo"
* The turbulenz engine particle demo
* Lots of ShaderToy samples (including "Volcanic" and "Metropolis")
* Google Maps Earth mode
* Lots of Chrome Experiments
* Lagoa
* madebyevan.com/webgl-water
* SketchFab
* Unit Tests
BUG=angleproject:937
BUG=395048
Change-Id: I856de9025f10b79781929ec212dbffc2064a940e
Reviewed-on: https://chromium-review.googlesource.com/264791
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
938f0029
|
2015-04-08T19:35:40
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|
Revert "Use the AST analyses to narrow the usage of [[loop]] and [[unroll]]"
Caused linking failures on mac because the unit test asks for TranslatorHLSL which is not compiled.
This reverts commit 3342e01f2a29343ea95961f0194f9d4f422cb840.
Change-Id: I02b2f54ca5b90611f11b7a549e75bf2e8310639d
Reviewed-on: https://chromium-review.googlesource.com/264790
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
3342e01f
|
2015-03-19T14:38:02
|
|
Use the AST analyses to narrow the usage of [[loop]] and [[unroll]]
These attributes are now used exactly in the loops and ifs
that require them, limiting the number of failed compilations
due to excessive unrolling and flattening.
Also output Lod0 functions only when needed.
Adds unit tests for LOOP, FLATTEN and Lod0 generation.
The patch was tested against the WebGL CTS 1.0.4 for which all the
failures existed prior to this patch and seem to be unrelated to this
change. It also works correctly on the following sites that had trouble
with [[loop]] and [[unroll]]:
* dev.miaumiau.cat/rayTracer "Skull Demo"
* The turbulenz engine particle demo
* Lots of ShaderToy samples (including "Volcanic" and "Metropolis")
* Google Maps Earth mode
* Lots of Chrome Experiments
* Lagoa
* madebyevan.com/webgl-water
* SketchFab
* Unit Tests
BUG=angleproject:937
BUG=395048
Change-Id: If7baddae1cdae0b3a414aa49e5a4c4babedbfe50
Reviewed-on: https://chromium-review.googlesource.com/261263
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
f4eab3b9
|
2015-03-18T12:55:45
|
|
Implement gradient operation AST analysis
This will allow narrowing down which usages of
[[flatten]] and [[unroll]] are actually useful.
BUG=angleproject:937
BUG=395048
Change-Id: Ib8d7b98431b8cd3563e1eff8ecc9ed5df1a9b7d6
Reviewed-on: https://chromium-review.googlesource.com/263775
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
9638c352
|
2015-04-01T14:34:52
|
|
Support assigning array constructors in HLSL output
This adds support to the following type of shader code, where an array
constructor is used as a source of assignment:
float a[3];
a = float[3](0.0, 1.0, 2.0);
The assignment gets replaced in the HLSL code by a function call where
the array is an out parameter and the constructor parameters are regular
parameters.
Constructors cannot yet be used in initializers.
With this change in place, some of the relevant dEQP tests start passing.
TEST=dEQP-GLES3.functional.shaders.arrays.constructor.*
BUG=angleproject:941
Change-Id: I13ed603c02a30d9f9950a61c4d562ae9fac058ec
Reviewed-on: https://chromium-review.googlesource.com/263403
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
f40319e9
|
2015-03-10T14:33:00
|
|
Add basic support for array constructors
Add limited support for parsing array constructors and writing them out as
GLSL code.
Still missing from this version: HLSL output, array support in
initializer lists, arrays with implicit size.
BUG=angleproject:941
Change-Id: I7febf80923c4cd0b730399f1f49f9456cf3668e9
Reviewed-on: https://chromium-review.googlesource.com/260572
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
711d8663
|
2015-04-02T19:43:57
|
|
Revert "Implement gradient operation AST analysis"
This reverts commit 2fc57a2ace58b7ae3106344c56be94948f761b2a.
Change-Id: I619297090c8441c1b90099437f8764263cdd68cc
Reviewed-on: https://chromium-review.googlesource.com/263728
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
2fc57a2a
|
2015-03-18T12:55:45
|
|
Implement gradient operation AST analysis
This will allow narrowing down which usages of
[[flatten]] and [[unroll]] are actually useful.
BUG=angleproject:937
BUG=395048
Change-Id: Ic31e434c7b5bb6c32eff2336e5949391bfee25a5
Reviewed-on: https://chromium-review.googlesource.com/260930
Reviewed-by: Nicolas Capens <capn@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1269076c
|
2015-03-31T12:55:28
|
|
Add basic support for assigning arrays in HLSL output
Implement support for assignments where the return value of the assignment
is not used in another part of the expression.
TEST=WebGL conformance tests
BUG=angleproject:960
Change-Id: Ibf9d71a75d27d139d2aabb5162ab04a0974321d3
Reviewed-on: https://chromium-review.googlesource.com/263222
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
fc7cfd1c
|
2015-03-31T14:46:18
|
|
Fix array function parameter syntax in HLSL equality function
The fact that passing shaders to the platform compiler is deferred until
linking is performed allowed this bug to pass undetected in earlier manual
testing.
TEST=WebGL conformance tests
BUG=angleproject:941
Change-Id: Ic12b5d0c5547057551df90086453e897a161d559
Reviewed-on: https://chromium-review.googlesource.com/263221
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Nicolas Capens <capn@chromium.org>
|
|
ae37a5c8
|
2015-03-20T16:50:15
|
|
Support equality between structs containing arrays in HLSL output
This requires sorting all equality functions together so that struct
equality functions can have dependencies on array equality functions, but
support for array equality functions that have dependencies on struct
equality functions is also maintained.
There's no automated test coverage for this specifically. The change was
tested by manually inspecting shader output and ensuring that there were
no test regressions in tests listed below.
TEST=dEQP-GLES3.functional.shaders.*
BUG=angleproject:954
Change-Id: If7199ab2446804afae50f103bb625101172882b9
Reviewed-on: https://chromium-review.googlesource.com/261550
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
7fb4955d
|
2015-03-18T17:27:44
|
|
Support array equality operator in HLSL output
This requires adding functions to the shader source that can do the
comparison for a specific array size.
There's no automated test coverage specifically for this functionality,
since all deqp tests that cover this also require array constructors to
be supported. The change has been tested by manually inspecting shader
output. No regressions were seen in automated tests listed below.
TEST=dEQP-GLES3.functional.shaders.*, angle_unittests
BUG=angleproject:941
Change-Id: Ie2ca7c016a3f0bcb3392a96d6d20d6f803d28bf0
Reviewed-on: https://chromium-review.googlesource.com/261530
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
e79904c3
|
2015-03-18T16:56:42
|
|
Accept equality and assignment for arrays in parsing
This is enough to support the operations in GLSL output. HLSL output will
likely require additional work to support this.
BUG=angleproject:941
Change-Id: I728d511ab07af94bc3382dc2796c1e9ac79d1442
Reviewed-on: https://chromium-review.googlesource.com/260801
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
6341939f
|
2015-03-13T11:51:07
|
|
Fix code duplication in OutputHLSL
While debugging, I came across the piece of code in
OutputHLSL::OutputHLSL which is unnecessarily duplicated,
this change just fixes it.
Change-Id: I0549d58696417ccf651bacfa19f489b290d4ba6e
Reviewed-on: https://chromium-review.googlesource.com/259960
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
44efa0b8
|
2015-03-04T17:11:05
|
|
Conditionally enable IEEE strictness for isnan()
ANGLE's ESSL3 built-in function isnan() implementation just uses HLSL
intrinsic function isnan(). For HLSL intrinsic function isnan() to work
properly, IEEE strictness needs to be enabled for D3D compiler.
This change detects use of isnan() in shaders and passes compiler flag
D3DCOMPILE_IEEE_STRICTNESS whenever isnan is used in shaders. This
change also moves existing workarounds in D3DWorkaroundType to
D3DCompilerWorkarounds.
BUG=angle:927
TEST= dEQP tests
dEQP-GLES3.functional.shaders.builtin_functions.common.isnan.*
Change-Id: I1ce5b1a7a825fdd720a37dc9aeb71320e55162d9
Reviewed-on: https://chromium-review.googlesource.com/255834
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
fc7fab72
|
2015-03-06T12:03:18
|
|
Fix matrix compound multiplication
Matrix compound multiplication was lacking transposes. Add them so that
results match normal multiplication.
BUG=angleproject:938
TEST=dEQP-GLES3.functional.shaders.matrix.mul_assign.*
Change-Id: I4c5159de0727afb4ee2831586f04fa817619de7a
Reviewed-on: https://chromium-review.googlesource.com/256366
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
8efc5ad5
|
2015-03-03T17:21:10
|
|
Initialize BuiltInFunctionEmulator outside Compiler
This moves GLSL output specific code from the Compiler class to the
GLSL/ESSL translators.
BUG=angleproject:865
Change-Id: I2d552e9cdb41f7d8ddfee7b0249a99d629a6d7d7
Reviewed-on: https://chromium-review.googlesource.com/255471
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
95cd3c68
|
2015-03-03T16:45:32
|
|
Move some output out of BuiltInFunctionEmulator subclasses
This paves the way for getting rid of the BuiltInFunctionEmulator
subclasses in favor of initializing the BuiltInFunctionEmulator
dynamically in Compiler subclasses. The eventual goal is getting rid of
GLSL output specific functionality in Compiler, which should be
language-agnostic.
BUG=angle:865
Change-Id: Ibb114b905785c7343b2726c97699268c982536a0
Reviewed-on: https://chromium-review.googlesource.com/255470
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
5dbece59
|
2015-02-27T20:35:38
|
|
Implement trunc, round, roundEven (Emulated roundEven)
BUG=angle:934
Change-Id: If33256bf3707f3f0202147276c71f08c65518205
Reviewed-on: https://chromium-review.googlesource.com/254842
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
2cd7a0ed
|
2015-02-27T13:57:32
|
|
Remove switch fall-through on HLSL
Remove fall-through from non-empty labels in switch statements.
Tested with dEQP-GLES3.functional.shaders.*switch*. All pass except for tests
that require dFdx/dFdy, which fail for an unrelated reason.
Additional test coverage could still be useful for cases where a label is
terminated by a continue or return statement.
BUG=angle:921
Change-Id: I4741867789a9308d66d0adeabdaf83907106e2d2
Reviewed-on: https://chromium-review.googlesource.com/254550
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
05ae50dc
|
2015-02-20T10:16:47
|
|
Add basic support for HLSL output of switch and case
This patch outputs switch and case statements in HLSL, but ignores fall-through.
Switch statements that include fall-through cause the platform HLSL compiler to
generate errors.
BUG=angle:921
Change-Id: I10efbfb45076cf4fd79840698abafd8111e597d4
Reviewed-on: https://chromium-review.googlesource.com/251527
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
5cc9ac85
|
2015-02-20T11:27:56
|
|
Fix shadow samplers with textureProj and vertex shaders.
Fixes:
dEQP-GLES3.functional.shaders.texture_functions.textureproj.sampler2dshadow_fragment
dEQP-GLES3.functional.shaders.texture_functions.textureproj.sampler2dshadow_bias_fragment
dEQP-GLES3.functional.shaders.texture_functions.textureprojoffset.sampler2dshadow_fragment
dEQP-GLES3.functional.shaders.texture_functions.textureprojoffset.sampler2dshadow_bias_fragment
and some of:
dEQP-GLES3.functional.shaders.texture_functions.texture*.sampler2dshadow_vertex
BUG=angle:925
Change-Id: I080e379ded95469f0486ae9c8bb1756842118a2d
Reviewed-on: https://chromium-review.googlesource.com/251530
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
3c1dfb5a
|
2015-02-20T11:34:03
|
|
Add stubs for switch and case output
BUG=angle:921
Change-Id: I58bd645a8d53ef5bad9b680e54c8948d50932fca
Reviewed-on: https://chromium-review.googlesource.com/251525
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
29190088
|
2015-02-20T16:42:54
|
|
Make Angle code 40 KB smaller by using string literals directly.
The implicit conversion of hundreds of string literals
to TString generated a lot of machine code. By keeping them
as string literals all the way the code will be smaller and faster.
This is the change with clang for x64 (note VisitUnary in particular):
Total change: -41392 bytes
==========================
2 added, totalling +469 bytes across 1 sources
2 removed, totalling -472 bytes across 1 sources
5 shrunk, for a net change of -41389 bytes (54126 bytes before, 12737 bytes after) across 1 sources
279692 unchanged, totalling 51433327 bytes
------------------------------------------------------------------------------------------------------------------------------------
-41392 - Source: /home/bratell/src/chromium/src/third_party/angle/src/compiler/translator/OutputHLSL.cpp - (gained 469, lost 41861)
------------------------------------------------------------------------------------------------------------------------------------
New symbols:
+328: sh::OutputHLSL::outputConstructor(Visit, TType const&, char const*, TVector<TIntermNode*> const*) type=t, size=328 bytes
+141: sh::OutputHLSL::outputTriplet(Visit, char const*, char const*, char const*) type=t, size=141 bytes
Removed symbols:
-133: sh::OutputHLSL::outputTriplet(Visit, std::basic_string<char, std::char_traits<char>, pool_allocator<char> > const&, std::basic_string<char, std::char_traits<char>, pool_allocator<char> > const&, std::basic_string<char, std::char_traits<char>, pool_allocator<char> > const&) type=t, size=133 bytes
-339: sh::OutputHLSL::outputConstructor(Visit, TType const&, std::basic_string<char, std::char_traits<char>, pool_allocator<char> > const&, TVector<TIntermNode*> const*) type=t, size=339 bytes
Shrunk symbols:
-388: sh::OutputHLSL::writeEmulatedFunctionTriplet(Visit, char const*) type=t, (was 628 bytes, now 240 bytes)
-714: sh::OutputHLSL::visitBranch(Visit, TIntermBranch*) type=t, (was 1017 bytes, now 303 bytes)
-9738: sh::OutputHLSL::visitAggregate(Visit, TIntermAggregate*) type=t, (was 17609 bytes, now 7871 bytes)
-14132: sh::OutputHLSL::visitBinary(Visit, TIntermBinary*) type=t, (was 17627 bytes, now 3495 bytes)
-16417: sh::OutputHLSL::visitUnary(Visit, TIntermUnary*) type=t, (was 17245 bytes, now 828 bytes)
Change-Id: Id0f87d72f6d7f1ab7b543f0d28d5a8b7c7db9ec7
Reviewed-on: https://chromium-review.googlesource.com/251090
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: bratell at Opera <bratell@opera.com>
|
|
b6e07a6a
|
2015-02-16T12:22:10
|
|
Implement ESSL3 modf
This is the first built-in function that has an out parameter, so l-value
checks are added for built-ins.
BUG=angle:918
Change-Id: Ifd5befe955224f706f864e25107879c9cdce9e9f
Reviewed-on: https://chromium-review.googlesource.com/250780
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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0c1726e6
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2015-02-18T14:35:02
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Implement isnan/isinf
This change adds ANGLE support for isnan/isinf.
BUG=angle:922
TEST=dEQP tests:
dEQP-GLES3.functional.shaders.builtin_functions.common.isnan.*
(high precision tests still fail)
Tests passing 100% because of this change:
dEQP-GLES3.functional.shaders.builtin_functions.common.isinf.*
Reduced number of errors in tests:
EQP-GLES3.functional.shaders.constant_expressions.builtin_functions.common.isnan.*
dEQP-GLES3.functional.shaders.constant_expressions.builtin_functions.common.isinf_*
Change-Id: I52bf18b59365ea7031746ae840550162d7e6b96e
Reviewed-on: https://chromium-review.googlesource.com/250761
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Nicolas Capens <capn@chromium.org>
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a3a5cc6a
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2015-02-13T13:12:22
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Expose the IntermNode tree generated in the compiler for testing
This refactoring makes it possible for tests to access the IntermNode
tree produced by compilation by calling compileTree(). Removing
ParseContext usage from OutputHLSL has the additional benefit of better
separation between parsing and output.
BUG=angle:916
Change-Id: Ib40954832316328772a5c1dcbbe6b46b238e4e65
Reviewed-on: https://chromium-review.googlesource.com/249723
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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ff805cc3
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2015-02-13T10:59:34
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Separate integer and float modulus
Integer and float modulus are separated into Mod and IMod operator types
to make the code clearer and to make GetOperatorString return the correct
value for both.
Change-Id: Ibfbca2c558bf919b0eab6404d7349f87fe47a18c
Reviewed-on: https://chromium-review.googlesource.com/249692
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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55e79e09
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2015-02-09T15:35:00
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Implement equality ops for nested structs.
This fixes the WebGL test glsl_misc_struct_equals as well as
several dEQP tests in functional.shaders.struct.
BUG=391957
BUG=angle:910
Change-Id: I09f3cd3f51bbc3541b64dbcfddfe01884ddba6f5
Reviewed-on: https://chromium-review.googlesource.com/247083
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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b3dced29
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2015-01-12T14:54:55
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Implementing gl_InstanceID in the HLSL compiler.
Fixes:
dEQP-GLES3.functional.instanced.draw_arrays_instanced.instance_id
dEQP-GLES3.functional.instanced.draw_arrays_instanced.mixed
dEQP-GLES3.functional.instanced.draw_elements_instanced.instance_id
dEQP-GLES3.functional.instanced.draw_elements_instanced.mixed
BUG=angle:601
Change-Id: I6e120eebc90d00e025fc58f096064e6ed1da826b
Reviewed-on: https://chromium-review.googlesource.com/246911
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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37997145
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2015-01-28T10:06:34
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Defer dependent HLSL global var inits.
Some global initializers depend on other globals, for instance a
varying or attribute value. Since we use a static proxy variable for
these varyings, we need to initialize the global static after we
initialize the proxy in the shader preamble. This fixes a long-
standing compiler bug.
We should also add a WebGL test for this.
BUG=angle:878
Change-Id: I71db103a6b8c24fb862e0d8b32293da9bc2e8103
Reviewed-on: https://chromium-review.googlesource.com/243581
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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32aab01d
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2015-01-27T14:12:26
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Use a stack for OutputHLSL info log output.
Previously we would always reference mBody in several intermediate
output methods. This made using these traversals from within the
header, or for utility methods, very difficult. Instead, use a stack
where we write to the top InfoLog, and can push/pop from the stack.
This gives us more flexibility.
BUG=angle:878
Change-Id: I8a6c0382bad18b44d75158274c701db13d4d4e65
Reviewed-on: https://chromium-review.googlesource.com/243580
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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e6664f06
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2015-01-09T16:22:24
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Added PointSprites Support for renderers that do not support Geometry Shaders
Change-Id: Iae9ac5f8fbba68dba5e49ccda7bb7eebb05c8e9a
Reviewed-on: https://chromium-review.googlesource.com/240450
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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31b5fc62
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2015-01-16T12:13:36
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Add support for bitwise operations in ESSL3
Add support for <<, >>, &, |, ^, and their compound assignment variants
<<=, >>=, &=, |=, ^=. Also add support for bitwise not (~).
BUG=angle:870
Change-Id: I5e6a835409589556d5d58d58078fdf505cfd8da5
Reviewed-on: https://chromium-review.googlesource.com/241850
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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7700ff65
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2015-01-15T12:16:29
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Add basic support for ESSL3 vec2 (un)pack functions
The functions are emulated on HLSL, and use the native functions on
OpenGL 4.2+ and GLES3.0. Emulation for OpenGL versions <= 4.1 is not yet
implemented.
BUG=angle:865
Change-Id: I6803a1767dacdb3dca12f13924651fd38fcacb75
Reviewed-on: https://chromium-review.googlesource.com/240961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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abf6dadd
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2015-01-14T14:45:16
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Implement matrix inverse built-in
Inverse is emulated in HLSL by calculating the cofactor matrix and
dividing that with the determinant. This results in the transpose of the
inverse as is required. Better performing options might exist especially
for 4x4 matrices, but this is enough for a working implementation.
BUG=angle:859
Change-Id: I5185797cc1ed86865f5f4342707abdc2977a186b
Reviewed-on: https://chromium-review.googlesource.com/240331
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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80a5a6c6
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2015-01-12T15:35:27
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Clean up BuiltInFunctionEmulator public interface
This removes all language-specific bits from BuiltInFunctionEmulator
parent class, and makes the public interface of BuiltInFunctionEmulator
minimal.
Writing comments around emulated function definitions is removed from
OutputHLSL, they are not necessary as the emulated function definitions
are just another part of the shader header.
Change-Id: I9abf57d86f4e37b0674d7dfafe653298f205dd27
Reviewed-on: https://chromium-review.googlesource.com/240230
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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e39706d0
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2014-12-30T16:40:36
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Implement simple ESSL3 matrix functions
Add support for built-in functions outerProduct, determinant, transpose
and the variations of matrixCompMult that were previously unsupported.
BUG=angle:859
Change-Id: Ie2b9cf83cd80c5a886c6d4eb190c7ce25a32d0a4
Reviewed-on: https://chromium-review.googlesource.com/239873
Reviewed-by: Nicolas Capens <capn@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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e17e3197
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2015-01-02T12:47:59
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Use BuiltInFunctionEmulatorHLSL for all emulated functions
Implementation of missing built-in functions is a separate concern from
outputting the intermediate tree itself as HLSL, so it makes sense to
have all of the built-in emulation in a class that is separate from
OutputHLSL. Being able to reuse the same logic for different emulated
functions also makes the code more compact.
Change-Id: Id503dc3a5c5e743ec65722add56d6ba216a03a7f
Reviewed-on: https://chromium-review.googlesource.com/239872
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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9e0478f6
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2015-01-13T11:13:54
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Move the block layout code to translator.
This code is easily accessible from the translator, with the proper
export calls. This facilitates adding a common static library, since
this code calls some methods in translator.
BUG=angle:773
Change-Id: I0c50098ec3f67c2df7749b3c2518be0a9fd939e2
Reviewed-on: https://chromium-review.googlesource.com/240093
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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5c9cd3d1
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2014-12-18T13:04:25
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Implement hyperbolic function support for ESSL 3.00
Emulating arc hyperbolic functions is required on HLSL, where they do
not exist natively. For this, BuiltInFunctionEmulator is split into GLSL
and HLSL subclasses. The GLSL subclass handles the pre-existing built-in
emulation implemented for working around OSX bugs, and the HLSL subclass
handles emulating asinh, acosh and atanh on HLSL.
BUG=angle:855
Change-Id: I0dfeffb862ac27ba7f9ecf5492ec31d9d952b273
Reviewed-on: https://chromium-review.googlesource.com/236861
Reviewed-by: Nicolas Capens <capn@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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e8d2c072
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2015-01-08T16:33:54
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Implement float-integer conversions for ESSL 3.00
The implementation uses asint, asuint and asfloat in the HLSL output.
BUG=angle:865
Change-Id: I6b48298e18c7b3b0bdeac522b375ebc4eab7cf4e
Reviewed-on: https://chromium-review.googlesource.com/239520
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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