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cb6176f3
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2020-09-29T01:08:00
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Metal: Support tri-fan & line-loop with primitive restart
Triangle fan:
- If primitive restart is NOT enabled and there is no active render
pass, use Compute Shader to generate indices.
- If primitive restart is enabled, use CPU to generate indices.
Line loop:
- If draw non-instanced without primitive restart, generate and
draw only one additional last segment (fastest).
- If draw instanced, primitive restart is NOT enabled, and there is no
active render pass, use Compute Shader to generate indices (OK).
- Otherwise, use CPU to generate indices (slowest).
Also Disable OcclusionQueriesTest.ClearNotCounted failure on NVIDIA.
Bug: angleproject:2634
Bug: angleproject:5307
Change-Id: Ia5529825807a964f5fcb2a4af8844778896cd42a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2435859
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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8a50b42b
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2020-10-24T19:29:12
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Metal: Convert index & vertex format on GPU when possible.
- When converting vertex buffer:
- if there is no render pass active, use compute shader to convert.
- if there is a render pass active and device supports explicit memory
barrier then convert the buffer in vertex shader with direct buffer
write and insert a memory barrier.
- if there is a render pass active and device doesn't support explicit
memory barrier then convert the buffer on CPU.
Bug: angleproject:2634
Change-Id: I5346e3a2adb855f40e46a3912d9db404a4482e0f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2434025
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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80d4901a
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2020-09-26T19:22:00
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Metal: Support integer textures.
Bug: angleproject:2634
Bug: angleproject:5154
Change-Id: Iffea26fe2c683557b4fa7c13fddf3523294b47d4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433329
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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0e5e6078
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2020-09-26T23:31:24
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Metal: Use MipmapNativeLevel class to store native mip lvl
This is to avoid wrong native level in Metal, for example, not taking
into account the OpenGL base level.
Bug: angleproject:2634
Change-Id: I3a7a3ac41bdbd91a47755bb4ca11bd579c182e04
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433326
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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bdecaf33
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2020-08-04T20:16:27
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Metal: Implement PBO.
Bug: angleproject:2634
Change-Id: I77f085227298bf46361825d1886e04830dc9987a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336558
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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50704dc3
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2020-08-04T12:08:00
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Metal: Implement EXT_occlusion_query_boolean.
- Metal's occlusion(called visibility) query operates per render pass.
Implementation details are in
src/libANGLE/renderer/metal/doc/OcclusionQueries.md.
- New tests:
- OcclusionQueriesTest.ClearNotCounted.
- OcclusionQueriesTest.MultiQueries (failure on OpenGL/D3D11
back-end).
Bug: angleproject:2634
Change-Id: Idd1327b5472d0e8c2b69307a7f04a1da4a847a40
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336121
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: back sept 10 - Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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91004654
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2020-08-25T01:08:00
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Metal: Implement ANGLE_robust_resource_initialization.
Bug: angleproject:4929
Bug: angleproject:2634
Change-Id: Ib99b810059420e69d939f1bbb644c2b95de62850
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2374826
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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a4f706b2
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2020-08-04T12:08:00
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Metal: Use compute to generate 3D texture's mipmap.
- Metal's built-in blit based mipmap generator doesn't use box
filtering. Hence manual generation using compute is needed.
- Compute based mipmap gen can generate up to 4 mips per pass if the
base level is power of 2.
- This approach can be extended to 2D/cube texture's mipmap generation
in future.
Bug: angleproject:4921
Bug: angleproject:2634
Change-Id: I7f997669fe39afef075b2bca2406e9424cbb3016
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336120
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
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4f247baf
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2020-08-23T22:58:56
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Metal: Implement EXT_draw_buffers & ANGLE_framebuffer_blit
Bug: angleproject:2634
Change-Id: I769ca7e113e660870e9b31dafb706c313db8ac24
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2332146
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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9277ee74
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2020-07-06T12:40:58
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Metal: Implement MSAA default framebuffer.
GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask
writing logic to fragment shader.
New test added: MultisampleTest.ContentPresevedAfterInterruption.
- Skip on D3D11 (Bug: angleproject:4609)
Bug: angleproject:2634
Change-Id: Ib44daf0baccc36ea320596d81713156047da059c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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ab372311
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2020-05-14T23:27:06
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Metal: refactor RenderUtils to split into multiple util classes.
This is useful for later modifications where blit/clear could be further
categorized based on texture format type (float/integer).
Bug: angleproject:2634
Change-Id: I877abd21761af9e91657686a60e189a43a33e3f4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193195
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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3e1e1087
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2020-05-11T00:50:00
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Metal: Use 2d array for caching index conversion's pipeline state.
For index conversion utils, use 2d array for caching compute pipeline
state based on DrawElementsType & source offset is aligned or not,
instead of using std::map as previously.
Also moved default shader's initialization to DisplayMtl.
New test added: IndexBufferOffsetTest.DrawAtDifferentOffsetAlignments
Bug: angleproject:2634
Change-Id: I1bd77aca88e03229ef8053e32add66733e33b06e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2192569
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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ab42afa6
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2019-11-21T10:13:44
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Metal: fix vertex attribute's conversion lost after changing buffer binding.
After vertex buffer's attribute is converted and stored in conversion
buffer. Binding the same attribute to another buffer, then binding it
back to previous buffer will result in previous conversion
information lost. The conversion method would skip the conversion due to
buffer's content hadn't been changed, however it didn't reuse the old
conversion result.
This CL also changed the way binding offset is used in Metal backend.
- Previous, the offset would be assigned to the offset field of
MTLVertexAttributeDescriptor, then the buffer would simply be bound to
the command encoder with offset=0
i.e. setVertexBuffer(buffer, index, 0)
- However this approach has several disadvantages. Since Metal doesn't
allow MTLVertexAttributeDescriptor's offset to be larger than the
vertex attribute's stride, the old approach would force the back-end
to convert the attribute and store in conversion buffer.
New approach:
- MTLVertexAttributeDescriptor's offset will be zero. The offset will be
used to bind the buffer itself to the render command encoder.
i.e. setVertexBuffer(buffer, index, offset)
This way the "offset <= stride" restriction no longer exists. The only
restriction is the offset must be multiple of attribute's size.
Added 3 new tests:
- SimpleStateChangeTest.RebindTranslatedAttribute
- VertexAttributeTest.DrawWithLargeBufferOffset
- VertexAttributeTest.DrawWithLargeBufferOffsetAndLessComponents
Bug: angleproject:2634
Change-Id: I6c2fa8091436e4a24405d791f86d17d97df02d64
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1940009
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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fe26bae4
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2019-10-29T18:38:53
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Metal backend implementation pt 2
This is without Metal specific shader translator implemented yet.
Bug: angleproject:2634
Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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