|
90a58622
|
2019-09-04T15:39:58
|
|
Refactor ShaderVariable to Remove Specializations
The following structs are being refactored and moved into the parent
struct ShaderVariable:
VariableWithLocation
Uniform
Attribute
OutputVariable
InterfaceBlockField
Varying
Bug: angleproject:3899
Test: CQ
Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f35f1110
|
2019-07-19T09:18:55
|
|
Add script to apply clang-format on all sources
1. python script wrapper to call clang-format over the whole code base
2. Add clang-format rule `IncludeBlocks: Preserve` to tell clang-format
do not merge include blocks
3. Fix existed clang-format issue in code base
Bug: angleproject:3532
Change-Id: I289292dc62c2784ff21688065c87c3f3f5538f17
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1709720
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8ba78da0
|
2019-04-30T23:42:31
|
|
add support for EXT_blend_func_extended to D3D11
Change-Id: Id66868851a490d0a68a7e76280720825c4844a45
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1591192
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
f3179a6a
|
2018-07-12T16:22:06
|
|
ES31: Implement bindImageTexture binds a single layer on D3D backend
Dynamically generate image2D variables' declaration and function
definition in libANGLE.
Bug: angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159
Reviewed-on: https://chromium-review.googlesource.com/c/1142885
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c3dc5d48
|
2018-12-30T12:12:04
|
|
Merge gl::Context and gl::ContextState.
This reduces the number of indrections when accessing the Extensions
or Caps structures. It will provide a small speed-up to some methods.
It also cleans up the code.
Bug: angleproject:2966
Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685
Reviewed-on: https://chromium-review.googlesource.com/c/1392391
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
|
|
b980c563
|
2018-11-27T11:34:27
|
|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
d633b156
|
2018-10-04T23:34:31
|
|
Get rid of VertexFormatType.
The enum VertexFormatType is redundant with angle::FormatID. The Vulkan
back end has already eschewed VertexFormatType, this change updates the
D3D back ends.
BUG=angleproject:2531
Change-Id: I67ea2203ca80be828f4c757a37810fe67a279364
Reviewed-on: https://chromium-review.googlesource.com/c/1263899
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
3fd614d0
|
2018-08-13T12:21:58
|
|
Refactor Context dependency for resolveCompile
The context parameter of Shader::resolveCompile method causes a bad
impact that many methods in Shader, Program etc. have to have a same
context parameter. By removing it, these methods can be decoupled
from Context.
BUG=chromium:849576
Change-Id: Ia5545ee9dce45794550f6086bc0e6c4707e1276e
Reviewed-on: https://chromium-review.googlesource.com/1172202
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
203b26f2
|
2018-07-25T10:30:43
|
|
ES31: Translate compute shader HLSL system variables in compile time
This patch moves the implementation of translating compute shader
builtin variables from link time to compile time.
Unlike graphics shaders that require the information from other
shader stages, we actually have enough information to translate
compute shader builtin variables in compile time.
Many redundant codes in DynamicHLSL have been removed after this
refactor.
BUG=angleproject:1442
Change-Id: I7458006785ff966a00a3825610adc5566652c75e
Reviewed-on: https://chromium-review.googlesource.com/1149609
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
81970bc3
|
2018-06-06T11:11:56
|
|
Use ShaderMap in DynamicHLSL and StateManager11 - Part I
This patch is the first one of using ShaderMap in both DynamicHLSL and
StateManager11 to make the code cleaner and more straightforward.
BUG=angleproject:2169
Change-Id: I2b206d0250f5ced071cc1c3632367b16e5e02dfb
Reviewed-on: https://chromium-review.googlesource.com/1089473
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
04796cda
|
2018-05-24T19:52:16
|
|
Remove gl::PrimitiveType.
This replaces the usages with gl::PrimitiveMode. Also replaces
the ProgramD3D Geometry Shader executable storage with a
PackedEnumMap.
Bug: angleproject:2574
Change-Id: I476dd2ba92d6267b9ea2bb9a37ee15fb6a91e627
Reviewed-on: https://chromium-review.googlesource.com/1067115
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
467c15f9
|
2018-04-24T15:04:26
|
|
Use ShaderMap in ProgramD3D - Part II
This patch refactors ProgramD3D by storing all shader information
into ShaderMap to simplify the code structure.
This patch also fixes a bug on getting the number of maximum uniform
blocks.
BUG=angleproject:2169
Change-Id: I5b9fbfd70a18f8731ce19efed0df88037d495389
Reviewed-on: https://chromium-review.googlesource.com/1024749
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
385b3e03
|
2018-03-21T09:43:28
|
|
Use packed enums on shader types in ANGLE renderer
This patch uses a packed internal enum ShaderType everywhere we
need a shader type instead of the GLenum value of the shader type.
This patch also uses program::getAttachedShader(type) everywhere
we need to get gl::Shader from a program in ANGLE.
BUG=angleproject:2169
Change-Id: I28a7fa1cfe35622c57a486932911110688eaadec
Reviewed-on: https://chromium-review.googlesource.com/972844
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
85072e8f
|
2017-11-14T15:43:28
|
|
ES31: Fix detaching/deleting compute shader after LinkProgram.
This change also moves the ShaderType enum from D3D renderer to angletype.h.
And it uses a bit mask to track the linked shader stages.
BUG=angleproject:2247
Change-Id: I5c7ee1445d353a02e24549ffcf6b0ac694dd1069
Reviewed-on: https://chromium-review.googlesource.com/768629
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c9fed8dd
|
2017-09-12T15:23:00
|
|
D3D11: Move TF state management to StateManager11.
This also changes the dirty TF object to use a Serial, which is more
secure for very edge-care reallocation issues. It also moves the
StateManager11::updateState call to be the very first thing that
happens in a draw call. This prepares the back-end for making the
state sync actually happen in Context11::syncState, instead of
inside the draw call.
Also moves a bit more TF management code out of RendererD3D and
Renderer9.
BUG=angleproject:2052
Change-Id: I93d033a07be2049023111975a31637c53893e8c8
Reviewed-on: https://chromium-review.googlesource.com/659229
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c1d4e550
|
2017-08-21T12:01:10
|
|
D3D11: Select view in vertex shader
View selection can happen in the vertex shader through the optional
feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee
Reviewed-on: https://chromium-review.googlesource.com/628419
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
72b4e1e5
|
2017-08-31T15:42:56
|
|
D3D11: Add support for multiview layered rendering
A branch is added in the geometry shader to select either the
viewport, or texture layer which is being rendered to based on the
value of a uniform in the driver constant buffer. Using this approach
there is no need for separate programs for side-by-side and layered
rendering.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I66701164ff02a851c13695d5409f8ad350534e69
Reviewed-on: https://chromium-review.googlesource.com/645547
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
41ac68e7
|
2017-06-06T12:16:58
|
|
Select viewport index in GS for multi-view instanced rendering
The patch extends the OutputHLSL and DynamicHLSL translators to
select the viewport index in the geometry shader and propagate
the ViewID variable to the fragment shader.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I9e344a7521e2e1137e6eb38d0bfecea8bece778f
Reviewed-on: https://chromium-review.googlesource.com/608967
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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>
|
|
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>
|
|
aa7203ef
|
2017-05-03T23:32:29
|
|
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>
|
|
66a0819c
|
2017-02-03T15:24:25
|
|
D3D9: Write dummy output for depth/stencil only draw.
This prevents a spurious D3D runtime warning, which was clogging up
some of our test output.
BUG=angleproject:1660
Change-Id: I1a747ba7532323b989dbed1ee7c78b3b457768a6
Reviewed-on: https://chromium-review.googlesource.com/437724
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b123938d
|
2016-12-13T15:07:05
|
|
D3D11: Add support to compile and link compute shaders
This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1.
BUG=angleproject:1442
TEST=angle_end2end_tests
Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a
Reviewed-on: https://chromium-review.googlesource.com/430199
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
417df92f
|
2017-01-12T09:23:07
|
|
Revert "D3D11: Add support to compile and link compute shaders."
Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769
BUG=angleproject:1442
This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1.
Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84
Reviewed-on: https://chromium-review.googlesource.com/427229
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2cd9d7e0
|
2016-12-13T15:07:05
|
|
D3D11: Add support to compile and link compute shaders.
BUG=angleproject:1442
Change-Id: I13240e931e6f121d175d2cd6b41324d38bb39a5c
Reviewed-on: https://chromium-review.googlesource.com/405831
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
192745a7
|
2016-12-22T15:58:21
|
|
Add varying packing validation for WebGL.
This CL moves the varying packing from the D3D layer up to Program.
This is necessary for WebGL validation, and gives us consistency
for the various back-ends. There may be some additional cleanup work
on the VaryingPacking class, because it does some work that is D3D-
specific.
WebGL requires strict varying packing. Instead of allowing success
unconditionally, it's an explicit error to succeed to pack a set of
varyings that the sample algorithm would fail to pack.
Introduce a new packing mode option to the varying packing class to
handle this different packing style, while keeping our old more
relaxed packing method for ES code.
BUG=angleproject:1675
Change-Id: I674ae685ba573cc2ad7d9dfb7441efa8cb2d55fc
Reviewed-on: https://chromium-review.googlesource.com/423254
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
120040e2
|
2016-12-07T14:46:16
|
|
D3D: Move some HLSL-specific code to a new folder.
This code doesn't actually call any D3D runtime methods, so it can be
included in our cross platform unit tests. Just include the varying
packing code for now.
BUG=angleproject:1296
BUG=angleproject:1638
Change-Id: I5c0ccccb00e1c13ca98448256be048f7cd0968ce
Reviewed-on: https://chromium-review.googlesource.com/417116
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
48ef11b2
|
2016-04-27T15:21:52
|
|
Rename gl::Framebuffer::Data to gl::FramebufferState.
Moving this out of the Framebuffer class allows us to forward-
declare it.
BUG=angleproject:1363
Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112
Reviewed-on: https://chromium-review.googlesource.com/340741
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9082b982
|
2016-04-27T15:21:51
|
|
Rename gl::Data to gl::ContextState.
Part of the new world order of renaming the Obj::Data classes to ObjState.
BUG=angleproject:1363
Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e
Reviewed-on: https://chromium-review.googlesource.com/340740
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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
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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>
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9fc3682c
|
2015-11-18T13:08:07
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D3D: Rework varying packing code.
In D3D we pack varyings by making a register map, and using the
recommended GLSL ES algorithm to reserve register space. We use
this map to assign row and column slots to each varying and then
produce a semantic index value.
The existing scheme had a number of bugs, and was failing several
angle_end2end_tests. The new design cleans up the code somewhat
and uses a different counting scheme for the semantic indexes:
just sort the varyings in packing order and use a simple
incrementing semantic index per varying. In SM4+, the HLSL compiler
sorts and packs the varyings correctly itself, and in SM3, handle
the cases we don't support by returning an error instead of a D3D
compiler link error.
Also refactor how we store varying information for TF Feedback/
StreamOut. Only store the necessary D3D information, instead of
extra information like the name and type.
This fixes several tests in GLSLTest/*. This also will allow us to
fix interpolation qualifier packing and the structure packing in
HLSL, which seems to work differently than the rest of the varying
types.
BUG=angleproject:1202
TEST=bots,dEQP-GLES3.functional.transform_feedback.*
Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639
Reviewed-on: https://chromium-review.googlesource.com/311241
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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e39a3f0a
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2015-11-17T20:42:15
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ProgramD3D: Move some common code into a Metadata class.
This metadata class captures some of our commonly referenced but also
complex flats into a shared place. We can then re-use them in the
semantic code, the DynamicHLSL linking code, and the program code.
Refactoring patch only.
BUG=angleproject:1202
Change-Id: I8b6088cfa5488c5173a6f06c15abab5a4ead4cb8
Reviewed-on: https://chromium-review.googlesource.com/311700
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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65345da4
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2015-11-13T11:25:23
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|
Re-land "D3D: Move some varying packing code into a new file."
Re-land with fix for compile errors.
Refactoring patch which moves code only. Work and full description
will follow in a subsequent CL.
BUG=angleproject:1202
Change-Id: Ib7c7dbd32491cdd9512dbecdc0e1e90303d8f28d
Reviewed-on: https://chromium-review.googlesource.com/312481
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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bbdeeb18
|
2015-11-12T15:42:16
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Revert "D3D: Move some varying packing code into a new file."
Compile error:
c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\dynamichlsl.cpp(508) : error C3861: 'getSemanticInfo': identifier not found
c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\dynamichlsl.cpp(642) : error C3861: 'getSemanticInfo': identifier not found
BUG=angleproject:1202
This reverts commit d992cde27ea6ffd71205399c3ddb88c7085c99b4.
Change-Id: I11f34d2ac4cc047c397e45348cb9502676380be0
Reviewed-on: https://chromium-review.googlesource.com/312480
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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d992cde2
|
2015-11-10T14:42:08
|
|
D3D: Move some varying packing code into a new file.
Refactoring patch which moves code only. Work and full description
will follow in a subsequent CL.
BUG=angleproject:1202
Change-Id: I60346c516209a0517fc2bac38e0d04ff56bcbc3c
Reviewed-on: https://chromium-review.googlesource.com/311260
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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28afae5d
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2015-11-09T15:07:57
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|
Rename LinkedVarying to D3DVarying.
Also move this type to D3D-only world. It was only used in the D3D
renderer and has specific stuff like register/semantic indexes.
Refactoring patch to clean up further work with Varyings.
BUG=angleproject:1202
Change-Id: I4b1d6899e9eef356efc7d11e9cd6cf88b234aa76
Reviewed-on: https://chromium-review.googlesource.com/311240
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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3e14e2b1
|
2015-10-29T14:38:53
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D3D11: Fix basic provoking vertex flat shading cases.
The enables geometry shaders that correct for the flat shading on
provoking vertexes. It does not fix it for triangle strips, or in
conjunction with primitive restart (which is not yet implemented
in D3D11).
Also ensure we do not regress with flat shading enabled and transform
feedback. In cases where we use flat shading, do a double draw call,
first with an untransformed vertex stream, and no geometry shader,
then with the geometry shader enabled.
This also fixes the dEQP fragment output tests with ints.
BUG=angleproject:754
Change-Id: Ib37e8ec32d19db17ea5d4dc88158cdae0c956bfc
Reviewed-on: https://chromium-review.googlesource.com/309155
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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f4b2c4fd
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2015-10-29T14:38:54
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|
Refactor DynamicHLSL geometry shader code more.
This refactor adds a typed iterator class for helping to iterate over
varying registers from packed varyings. We use the same iteration
logic in several places and it has a triple loop, so encapsulating
this into an iterator class keeps it cleaner.
The other change is to use std::stringstream in places where we would
return a std::string.
These refactorings will aid in subsequent work to implement provoking
vertex fixes and to refactor our varying packing algorithm.
BUG=angleproject:754
Change-Id: Id44a1f68ccd4edc3458f1cf514f5eab4b8cd4151
Reviewed-on: https://chromium-review.googlesource.com/309811
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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4e31ad55
|
2015-10-29T10:32:57
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D3D11: Add dynamic geometry shaders.
The geometry shader we want will depend on our current draw mode, and
if we're using flat shading in the shader. Without flat shading, we'll
still be using them only for point sprites, but for other primitive
types with flat shading enabled, we'll be using them to correct the
provoking vertex order with D3D11.
Note: no new features in this CL, those are turned on in follow-ups.
BUG=angleproject:754
Change-Id: Iabf13ffd582f5a7200ee0df5aa9c3671aa7b6ed4
Reviewed-on: https://chromium-review.googlesource.com/309154
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
76f8fa66
|
2015-10-29T10:32:56
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|
Refactor Geometry Shader support to enable pass-through.
This should be a refactoring change only. The new code is exercised in
follow-up CLs.
BUG=angleproject:754
Change-Id: I99285e1e7772cae467013102f25c911ebc9f54a9
Reviewed-on: https://chromium-review.googlesource.com/309153
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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334d615f
|
2015-10-22T14:00:28
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|
Fix up the style in DynamicHLSL a bit.
Use std::stringstream when possible, and use Context's caps instead
of the Renderer's.
BUG=angleproject:754
Change-Id: I2dc773709bbd612ab7ea372a358337c0a81869a3
Reviewed-on: https://chromium-review.googlesource.com/307872
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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ca03b35c
|
2015-09-02T12:38:13
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|
Re-land "Compute packed varyings in ProgramD3D only."
Instead of storing varying information in the shader, use a temporary
set when linking a D3D program. This also means we won't have to
modify information in the Shader object when linking a D3D program.
This completes the refactoring for PackedVaryings.
Re-land with fix for missing init of PackedVarying::vertexOnly.
BUG=angleproject:1123
Change-Id: If110809c3817d88b0370ac575d739d7385b067d9
Reviewed-on: https://chromium-review.googlesource.com/296731
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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c437046f
|
2015-09-01T17:27:40
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|
Revert "Compute packed varyings in ProgramD3D only."
Likely the cause of Windows bot failures.
BUG=angleproject:1123
This reverts commit 532061bbfb160586a06f0e47b6bbb5350e735203.
Change-Id: Ia4f0161b97bfbf2adb4cafaa5fa5484f04fad245
Reviewed-on: https://chromium-review.googlesource.com/296710
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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532061bb
|
2015-08-31T15:16:45
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|
Compute packed varyings in ProgramD3D only.
Instead of storing varying information in the shader, use a temporary
set when linking a D3D program. This also means we won't have to
modify information in the Shader object when linking a D3D program.
This completes the refactoring for PackedVaryings.
BUG=angleproject:1123
Change-Id: I241610e87f7d14f3e18b0d8bd84f1a3509c05dfd
Reviewed-on: https://chromium-review.googlesource.com/295193
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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4cff2477
|
2015-08-21T16:53:18
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|
Make PackedVarying a D3D-only type.
The register assignment stuff only applies to the D3D back-end.
Cleans up the GL back-ends use of PackedVarying, and will lead
to future cleanups relating to packing varyings.
BUG=angleproject:1123
Change-Id: Iaaa5fc03577e5b61ea6ae76ee1e15ad608037f34
Reviewed-on: https://chromium-review.googlesource.com/295190
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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80a6fc03
|
2015-08-21T16:53:16
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|
Make output variables part of Program's shared data.
Also initialize this structure within Program instead of DynamicHLSL.
This should have benefits for other back-ends. Also these variables
weren't being serialized and de-serialized with the program binary,
which could mess up WebGL apps that use MRT.
BUG=angleproject:1123
Change-Id: Ic0dd4840f26441a1bee8527dfa178b24daf82f8a
Reviewed-on: https://chromium-review.googlesource.com/294571
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
ada9ecc3
|
2015-08-17T12:53:37
|
|
Make TF Feedback buffer mode a GL-level variable.
Don't query this as an Impl method, since it exists on the GL level.
Also some related refactorings and cleanups.
BUG=angleproject:1123
Change-Id: I3610bc0db2bcaa96408506e06a65a2f4dab93150
Reviewed-on: https://chromium-review.googlesource.com/293761
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
5c6b7bfe
|
2015-08-17T12:53:35
|
|
Add a Program::Data shared state structure.
Similar to the Framebuffer and other classes, this gives the Impl
class a read-only view of the object's state.
BUG=angleproject:1123
Change-Id: I580eaebe2de236adf8131d6e3f54633cecce8c25
Reviewed-on: https://chromium-review.googlesource.com/293760
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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d3dfda2b
|
2015-07-06T08:28:49
|
|
Refactor how we store vertex formats.
Instead of storing a vertex format as a struct with the full info,
instead use an enum, and look up the info when we need it. This
saves a lot of constructor initialization time, operator comparison
time, and storage. It also will allow us to look up D3D format info
more quickly.
BUG=angleproject:959
Change-Id: I202fd1ea96981073bc1b5b232b1ec3efa91485cb
Reviewed-on: https://chromium-review.googlesource.com/277289
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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3da79b7b
|
2015-04-27T11:09:17
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|
Reject shaders using attribute aliasing.
The current code rejects any shaders that use more than the caps
allow, but a bug would crash us before the check. We don't support
aliasing in shaders that use a lot of uniforms because this
causes problems with the D3D back-end, currently. This changes the
crash in the dEQP aliasing tests to a link error.
See dEQP-GLES2.functional.attribute_location.bind_aliasing.*
BUG=angleproject:901
Change-Id: I6906d3345abe9f89cfa0aa6cec4be26b5b2851d0
Reviewed-on: https://chromium-review.googlesource.com/266928
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
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|
f0d10f89
|
2015-03-31T12:56:52
|
|
Replace non-copyable macro with a helper class.
This class provides a simpler scheme for blocking default copy
and assignment operators. It also reduces the amount of code
needed since it's inherited to child classes. This also fixes
the conflict between our macro and the same-named macro in
Chromium code.
BUG=angleproject:956
Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f
Reviewed-on: https://chromium-review.googlesource.com/263257
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
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|
8b695ee3
|
2015-03-12T13:12:20
|
|
Reduce unnecessary built-in varying usage in D3D renderer
Change-Id: I0c404e77aa3f56ddc5b97a206b06c7907edfb1eb
Reviewed-on: https://chromium-review.googlesource.com/259812
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
0a73dd85
|
2014-11-19T16:18:08
|
|
Fix include guards.
BUG=angle:733
Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced
Reviewed-on: https://chromium-review.googlesource.com/230831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2b5420c0
|
2014-11-19T14:20:15
|
|
Merge libGLESv2 and libEGL classes into libANGLE.
BUG=angle:733
Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|