|
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>
|
|
f2412bca
|
2019-07-16T15:47:34
|
|
Get rendering to texture working
Other small fixes for desktop compatibility
Bug: angleproject:3620
Change-Id: I8e75bce1f850fb891c8bb6e16f79302a6d59276c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707932
Commit-Queue: Clemen Deng <clemendeng@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
1245f078
|
2019-06-25T13:51:29
|
|
Use D3D11 GetDimensions driver workaround for dynamic images
Some NVIDIA D3D11 drivers are buggy and interprets the level passed to
GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip.
This affects the implementation of the imageSize function in the D3D11 backend.
Bug: angleproject:3100
Change-Id: I1e48f5df5e40caf49a4d07662aec587e98cf8388
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1677206
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
beb0eb2d
|
2019-06-14T15:10:33
|
|
Clean up workarounds/features to single location.
Rename all workarounds structs to features, and move the lists to a
shared location in include/platform (to help with documentation,
see:
https://cs.chromium.org/chromium/src/ui/gl/gl_switches.cc?sq=package:chromium&g=0&l=69)
Bug: angleproject:1621
Change-Id: I4069f08131db5e886047a007efb5d7764dfee5f2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1660952
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
44462cd6
|
2019-05-27T17:12:21
|
|
D3D: Use the ProgramD3D::GetExecutableTask context for loading program binaries
ProgramD3D::GetExecutableTask is a d3d::Context type itself so that errors can
be recorded in a thread-safe maner. Use the task context when loading program
binaries in ProgramD3D.
Fix up incorrect casts in RendererD3D::loadExecutable in both D3D9 and D3D11
backends to stop incorrectly assuming the context type.
BUG=962439
Change-Id: I5b29372a7254f709e1bbb67ee322ef4109f73e48
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1630294
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
216f73d0
|
2019-04-12T13:32:30
|
|
Vulkan: add uniform buffer object support
Support for layout qualifiers in interface blocks are added. All
interface blocks are adjusted to either be in std140 or std430.
In the Vulkan backend, a new descriptor set is added for UBOs. A dirty
bit is added for UBO updating and pipeline layouts and descriptor
bindings are updated.
Bug: angleproject:3199, angleproject:3220
Change-Id: I271fc34ac2e1e8b76dee75e54a7cff0fe15fe4ee
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565061
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: 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>
|
|
89899748
|
2019-01-16T08:32:25
|
|
ParallelCompile: D3D compute
This parallelizes the compiling and linking for compute shaders on
the D3D backend.
Bug: chromium:849576
Change-Id: Idd6b418cb9c2448209c15eab2756599f8ff7af4c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1415725
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
|
|
eaf56133
|
2019-03-13T12:56:49
|
|
gl_VertexID is incorrect if offset argument to glDrawArrays is non-zero
On D3D the vertex ID is always indexed from 0, unlike GL. The D3D
backend had assumed the wrong behavior. This forwards the true offset to
D3D by using the ConstantsBuffer.
Bug: angleproject:3090
Change-Id: Ia19e3490503c97541af14979b75af0c94c67ab6b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1520988
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
e332e621
|
2019-02-14T12:53:04
|
|
D3D: Asynchronously load program binaries.
Unpack as much of the binary steam as possible before passing the final loading
of the shader programs off to a worker thread. Reporting as many possible link
errors before becoming asynchronous means that linking should only fail due to
unexpected system issues at that point.
This also allows other backends to asynchronously load program binaries.
BUG=angleproject:2857
Change-Id: I587917a3e54522114dabd41d1b14fc491c8fd18a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1473451
Commit-Queue: Jamie Madill <jmadill@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
c1c9fb1b
|
2018-10-18T11:41:50
|
|
ES31: Add atomic counter buffer support to D3D11 renderer
Adds support for atomic counters to the D3D11 renderer using UAV.
Bug: angleproject:1729
Test: angle_end2end_tests
Change-Id: I2904ba62644685b7d91f7475bd80a81ae414993b
Reviewed-on: https://chromium-review.googlesource.com/c/1451259
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
465d6090
|
2019-01-02T16:21:18
|
|
Add GL_ANGLE_provoking_vertex on D3D11 and GL.
This extension is a subset of GL_ARB_provoking_vertex without the
QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION query.
Bug: angleproject:2829
Change-Id: I907a4d16b7b13d3bbfb948842091eedd7b6a8b77
Reviewed-on: https://chromium-review.googlesource.com/c/1410289
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ab2bfa81
|
2019-01-15T19:06:47
|
|
Enable Chromium clang style plugin for libANGLE.
This fixes a few style warnings:
* auto should not deduce to raw pointer type
* inlined virtual methods are not allowed
* non-trivial constructors and destructors should be explicit
* inlined non-trivial constructors should not be in-class
* missing override keywords
Bug: angleproject:3069
Change-Id: I3b3e55683691da3ebf6da06a5d3c729c71b6ee53
Reviewed-on: https://chromium-review.googlesource.com/c/1407640
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@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>
|
|
a3b2e71f
|
2018-12-08T16:46:48
|
|
ES31: Support for GL_BUFFER_DATA_SIZE on GL_ATOMIC_COUNTER_BUFFER in D3D
This commit adds support for querying the GL_BUFFER_DATA_SIZE of
GL_ATOMIC_COUNTER_BUFFER in the D3D renderer.
Bug: angleproject:1729
Test: angle_end2end_tests
Change-Id: Id6aae0d92c5e0960b2b245ba7d83970b04ba4eed
Reviewed-on: https://chromium-review.googlesource.com/c/1399143
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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>
|
|
8c78ce4b
|
2018-12-16T19:14:58
|
|
Use visitor pattern for Shader Variable APIs.
In many places in ANGLE we need to traverse a ShaderVariable tree. We
do this to store uniform offset and other information, to flatten the
tree of uniforms for the front-end, or to produce active variable lists
for uniform and shader storage blocks. In each case, we would write
separate tree traversal code.
This patch introduces a shared visitor pattern for all of the shader
variable tree traversal instances. With that get more common code. Also
it is easier to write new variable traversals. ProgramD3D and
ProgramLinkedResources in particular get nice simplificiations.
The visitor object recieves callbacks from the traversal when entering
structs, array elements, and new variables. The visitor can treat these
differently depending on the use case. A common visitor that constructs
full variable names is used as a base class in several places.
Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to
sh::ShaderVariable. This allows us to forgo using templates in several
call sites.
Bug: angleproject:3024
Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e
Reviewed-on: https://chromium-review.googlesource.com/c/1358722
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
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>
|
|
785e8a0b
|
2018-10-04T17:42:00
|
|
Remove gl::LinkResult.
Instead of returning a small struct from LinkProgram calls we use
angle::Result. Linking can have 3 cases:
- the link was successful -> angle::Result::Continue
- the link failed -> angle::Result::Incomplete
- there was an internal error -> angle::Result::Stop
Note that any unexpected Incomplete is still an error. Each function
that accepts Incomplete must check explicitly.
This is the last user of ErrorOrResult.
Bug: angleproject:2491
Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497
Reviewed-on: https://chromium-review.googlesource.com/c/1255645
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
|
a602f906
|
2018-09-11T14:40:24
|
|
ES31: Support shader storage buffer in D3D-API side.
Bug: angleproject:1951
Test: angle_end2end_tests
Change-Id: I0d8a4f8cf00fc7fd2d85315138e2b7457fd0b90c
Reviewed-on: https://chromium-review.googlesource.com/1242846
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6dfdca83
|
2018-08-03T17:10:55
|
|
ES31: support compute shader sampling on D3D backend
BUG=angleproject:2756
TEST=angle_end2end_tests.ComputeShaderTest.SamplingAndImageReadWrite/ES3_1_D3D11
Change-Id: I8f112227c5703fcaafffbd2262e6a039f869c483
Reviewed-on: https://chromium-review.googlesource.com/1161754
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
70aeda49
|
2018-08-20T12:17:40
|
|
Add gl::Program::syncState and dirty bits.
Currently this handles uniform block bindings. Cleans up some logic in D3D.
Bug: angleproject:2747
Change-Id: I8c2989738d50a77d6f6d90a9ff11dceab6d3129c
Reviewed-on: https://chromium-review.googlesource.com/1172085
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@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>
|
|
7ae70d8f
|
2018-07-06T13:47:01
|
|
ParallelCompile: Parallelize D3D linking
This adds a new linking state to Program. If a Program is in linking
state, on the one hand the foreground thread may continue issuing more
GL calls, and on the other hand the background linking threads may be
accessing Program internally too. Without a proper constraint there
must be conflicts between them. For this purpose, we block any further
GL calls to Program until it's actually linked. In addition, we
prohibit parallel linking an active program, so that ProgramD3D does
not have to worry about such similar conflicts.
Also changes the WorkerThread to support limiting the number of
concurrently running worker threads.
BUG=chromium:849576
Change-Id: I52618647539323f8bf27201320bdf7301c4982e6
Reviewed-on: https://chromium-review.googlesource.com/1127495
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ec1fe5b7
|
2018-08-10T10:05:52
|
|
D3D: Use angle::Result error pattern.
This completes the refactor for the D3D9/D3D11 back-ends.
Bug: angleproject:2752
Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b
Reviewed-on: https://chromium-review.googlesource.com/1167209
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
b1565903
|
2018-07-27T08:12:48
|
|
D3D: Pass gl::Context to many more functions.
This makes the Context more available for logging errors.
Also includes more refactoring to VertexDataManager to ensure we can
access the gl::Context.
Bug: angleproject:2738
Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4
Reviewed-on: https://chromium-review.googlesource.com/1151449
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a914f7ff
|
2018-06-08T10:07:41
|
|
Use ShaderMap in Statemanager11 - Part II
This patch is the last patch of storing shader resources into
ShaderMap in Statemanager11.
This patch also splits several large functions into smaller
one to make the code structure clearer.
BUG=angleproject:2169
Change-Id: Id6d89976de0376b2479bd11d7551fc6f5b521c13
Reviewed-on: https://chromium-review.googlesource.com/1092511
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
|
|
6b600645
|
2018-05-31T14:53:31
|
|
D3D11: Micro-optimize StateManager11::updateState.
This inlines several accessors.
Bug: angleproject:2574
Change-Id: I61d223dd2a8f08e5331ccefde02e6ce55f5a607d
Reviewed-on: https://chromium-review.googlesource.com/1067118
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4166f014
|
2018-05-31T14:53:30
|
|
D3D11: Optimize Renderer11::drawArrays.
Uses inlining and more efficient computation re-use to streamline this
function.
Bug: angleproject:2575
Change-Id: Ib13e32811f56ec9a010ed66f298d4235e5c6807d
Reviewed-on: https://chromium-review.googlesource.com/1067120
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
46bcea50
|
2018-05-31T09:48:36
|
|
D3D,Vulkan: Prep work to share useful functions from D3D
- Refactor and move some functions used by D3D that are not really
renderer specific to be used by the Vulkan implementation to support
setting matx uniforms.
Bug: angleproject:2581
Change-Id: Ib37ddf4fc62bb8ecb3629893a24969e1f515795b
Reviewed-on: https://chromium-review.googlesource.com/1079845
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
493f9571
|
2018-05-24T19:52:15
|
|
Add PrimitiveMode packed GLenum.
Bug: angleproject:2574
Change-Id: I3d7bd7ca0d69a364a611dc04799ea34906fc4a6c
Reviewed-on: https://chromium-review.googlesource.com/1067114
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>
|
|
af2b33be
|
2018-04-19T10:01:52
|
|
Use ShaderMap in ProgramD3D - Part I
This patch is the first part of using ShaderMap to contain shader
information in ProgramD3D, including the refactoring on struct
D3DUniform, D3DUniformBlock and ProgramD3DMetadata.
In the next patch all shader information in class ProgramD3D will
be organized in the form of ShaderMap.
BUG=angleproject:2169
Change-Id: I27008169dbf6cd8017a67f36f474667feddbd1f6
Reviewed-on: https://chromium-review.googlesource.com/1018728
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
3dd8d291
|
2018-03-30T09:39:09
|
|
Use ShaderBitSet for active use bits on uniforms
BUG=angleproject:2169
Change-Id: I192c2e3c453540c8a6d7b0d066218ea3c9fbaab2
Reviewed-on: https://chromium-review.googlesource.com/989411
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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>
|
|
107c7247
|
2018-03-20T15:45:35
|
|
ShaderVariable: separate fields for staticUse and active
Thus far the compiler has used the "staticUse" flag to mark variables
that should have rather been marked "active", meaning that the code
may actually execute in a way that accesses the variable. There's a
clear definition for this use of the term "active" in the GLES 3.0.5
spec, section 2.12.6, and in GLES 3.1 section 7.3.1.
Having separate fields for recording static use and "activeness" of a
variable is the first step to fixing this.
According to the spec, usually only active resources should be
considered when checking use against max limits. Also, only active
uniforms get assigned a location. libANGLE code now correctly checks
the active flag rather than the static use flag in these cases.
The static use field still mirrors the active field for now, since
some code in Chromium also needs to be fixed to use the active field
correctly before the two can diverge.
After Chromium is fixed, we can fix ANGLE so that static use
information is recorded earlier during compilation and will accurately
reflect whether variables are statically used. Currently the compiler
only records variables once some static use may already have been
pruned from the AST.
BUG=angleproject:2262
TEST=angle_unittests, angle_end2end_tests
Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29
Reviewed-on: https://chromium-review.googlesource.com/970962
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f0e89be6
|
2017-11-08T14:00:32
|
|
Use packed enums for the texture types and targets, part 1
In OpenGL there are two enum "sets" used by the API that are very
similar: texture types (or bind point) and texture targets. They only
differ in that texture types have GL_TEXTURE_CUBEMAP and target have
GL_TEXTURE_CUBEMAP_[POSITIVE|NEGATIVE]_[X|Y|Z].
This is a problem because in ANGLE we use GLenum to pass around both
types of data, making it difficult to know which of type and target a
variable is.
In addition these enums are placed somewhat randomly in the space of
OpenGL enums, making it slow to have a mapping from texture types to
some data. Such a mapping is in hot-code with gl::State::mTextures.
This commit stack makes the texture types and target enums be
translated to internal packed enums right at the OpenGL entry point
and used throughout ANGLE to have type safety and performance gains.
This is the first of two commit which does the refactor for all of the
validation and stops inside gl::Context. This was the best place to
split patches without having many conversions from packed enums to GL
enums.
BUG=angleproject:2169
Change-Id: Ib43da7e71c253bd9fe210fb0ec0de61bc286e6d3
Reviewed-on: https://chromium-review.googlesource.com/758835
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
26143fdd
|
2017-11-01T18:19:05
|
|
ES31: Support bindImageTexture on Texture2D for compute shaders on D3D
BUG=angleproject:1987
TEST=angle_end2end_tests
Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1
Reviewed-on: https://chromium-review.googlesource.com/749004
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
37584b36
|
2017-12-01T11:04:03
|
|
Refactor: replace SamplerType with ShaderType
BUG=angleproject:1987
Change-Id: I189e1606bd966eb369e8192a6866c8e90810e937
Reviewed-on: https://chromium-review.googlesource.com/802956
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
465835d6
|
2017-09-26T13:34:10
|
|
Support arrays of arrays in the API
The ShaderVariable class that is used as an interface between the
compiler and the rest of the code gets arrays of arrays support.
Array of array variables are passed from the compiler just like any
other variables. However, when stored in Program state each innermost
array constitutes a separate variable. This is done to make the
implementation match the GLES specification for program interface
query APIs.
This will be tested more fully once support for parsing arrays of
arrays lands in the compiler.
TEST=angle_end2end_tests, angle_unittests
BUG=angleproject:2125
Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb
Reviewed-on: https://chromium-review.googlesource.com/684742
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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>
|
|
6db1c2e8
|
2017-11-08T09:17:40
|
|
Link interface blocks in ProgramImpl::link.
This allows the back-end to have access to the interface block info
in the link operation, and also allows the interface block info to
have direct access to the post-link Impl information.
BUG=angleproject:2208
Change-Id: Ib2bfb3c9155eee715bd3d29de1c3fdd67b16eed4
Reviewed-on: https://chromium-review.googlesource.com/753521
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c9727f31
|
2017-11-07T12:37:07
|
|
Pass InterfaceBlockLinker to ProgramImpl::link.
This change is in preparation for moving the linking logic to the
Implementation.
Introduces a ProgramLinkedResources class that is passed into the Impl
and holds linking-related info such as the UBOs, Varyings, etc.
BUG=angleproject:2208
Change-Id: I2ef0824b54bfb462c79d003bffe34e9cfad60d8a
Reviewed-on: https://chromium-review.googlesource.com/746204
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d255123c
|
2017-10-26T20:03:33
|
|
Store shader interface variables as per query spec
GLES 3.1 section 7.3.1.1 specifies how active variable entries should
be generated and how active variables are named. The specs for program
interface variable queries are built on top of this section.
ANGLE has already followed this spec for the most part for generating
variable lists in ProgramState, but now we also follow the naming spec
for arrays and include [0] at the end of the stored name.
This will make implementing arrays of arrays more straightforward.
Most logic for variable queries will just keep working as is when
arrays of arrays are added instead of needing more complex logic for
handling array indexing.
BUG=angleproject:2125
TEST=angle_end2end_tests
Change-Id: I3acd14253153e10bc312114b0303065da2efb506
Reviewed-on: https://chromium-review.googlesource.com/739826
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
211bff3f
|
2017-10-10T23:53:20
|
|
Enable inconsistent-missing-override for Clang
Fix the resulting compile errors.
No-Try: true
Change-Id: I88e74f240b29ecf7b3883b0c5880dcb871e4c3cd
Reviewed-on: https://chromium-review.googlesource.com/710415
Commit-Queue: Ben Wagner <benjaminwagner@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
80823cc8
|
2017-09-14T15:46:21
|
|
D3D: Add memcmp filtering for matrix uniforms.
This was already implemented, it simply hooks it up to the
rest of the code. Could improve performance on some badly
behaved benchmarks.
BUG=angleproject:1390
Change-Id: I539df611d51ca085712fa8022bf8a7c1990afc65
Reviewed-on: https://chromium-review.googlesource.com/663896
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
4148fd74
|
2017-09-14T15:46:20
|
|
Add separate dirty bits for Pixel and Fragment uniforms.
Also use a single UpdateSubresource call to update the buffer.
Should improve performance on some benchmarks.
BUG=angleproject:1390
Change-Id: I70d54d86d3d3beb0e2caee86338ee03081070ac8
Reviewed-on: https://chromium-review.googlesource.com/663895
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: 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>
|
|
d63961d0
|
2017-09-12T15:22:57
|
|
D3D11: Move Constant Buffer state to StateManager11.
Also moves the logic of the constant buffer sync to
StateManager11. Removes a few of the remaining virtual methods in
RendererD3D.
BUG=angleproject:1390
BUG=angleproject:2052
Change-Id: Ia6c1c3949fff84323331510d80bbfb6e1665d294
Reviewed-on: https://chromium-review.googlesource.com/659226
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9d815378
|
2017-09-09T23:32:54
|
|
D3D: Refactor driver uniform application.
This is a preparation for more dirty bits. It moves the driver
constant buffer application into the state manager, redesigns
how the dirtiness is tracked (no more memcmp) and also removes
a couple of virtual calls.
BUG=angleproject:1390
BUG=angleproject:2052
Change-Id: I41a75c280600ad8ba1f23c721d436214a116422a
Reviewed-on: https://chromium-review.googlesource.com/659223
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
33bb7c42
|
2017-09-09T23:32:51
|
|
ProgramD3D: Use more UniformTypeInfo.
Instead of storing a type GLenum, store a pointer into the type info
table. This makes looking up some values a bit easier.
Also includes some micro-optimizations.
Improves the score of the uniforms micro-benchmark by about 12.4% on
a local Windows 10 machine.
BUG=angleproject:1390
Change-Id: I35f7f1c7bb3cf2c62d737b494dc56ff61ea2d1fb
Reviewed-on: https://chromium-review.googlesource.com/659221
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
0e7f1736
|
2017-09-09T23:32:50
|
|
D3D: Only scan cached shader executable lists once.
Any time we would query ProgramD3D for a particular vertex or pixel
shader, we would iterate over all the cached shaders of the program
looking for the matching input or output layout signature. This change
makes it so we only compute the index of the matching shader once,
and subsequent calls will re-use the shader index. This should speed
up the draw call benchmarks.
Also include a fix to the Serial class that initializes a Serial value
to an invalid sentinel value. This ensures that comparing any other
Serial (including another invalid serial) to the invalid serial will
return not-equals.
BUG=angleproject:1155
Change-Id: I7d913bf08d0bedf6155eae0661b2a5fa94565cc9
Reviewed-on: https://chromium-review.googlesource.com/648730
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
af4ffe0a
|
2017-09-09T23:32:48
|
|
D3D11: Implement dirty bits for texture updates.
BUG=angleproject:1387
Change-Id: I5f759c3dc60b53a5d4f8a1dd1f4a1d3d5330bfda
Reviewed-on: https://chromium-review.googlesource.com/648487
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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>
|
|
134f93d1
|
2017-08-31T17:11:00
|
|
D3D: Small optimizations to uniform updates.
Uses more of the type info table for updates.
Also special-case clamping when uniform count == 1.
Improves the speed of the d3d11 uniform stress test by ~20%.
BUG=angleproject:1390
Change-Id: I6707c67db84c94a28b1519b0bbee5d28fe38b189
Reviewed-on: https://chromium-review.googlesource.com/646828
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
561ed3ae
|
2017-08-31T16:48:09
|
|
D3D: Keep a single dirty bit for uniforms.
This simplifies uniform management in D3D11. It will also facilitate
further optimizations.
Improves performance in a uniforms stress test by ~13% on a test
machine. (UniformsBenchmark.Run/d3d11_null_400_vec4)
BUG=angleproject:1390
Change-Id: Iba2c15d420396aa8fb4e8c451cba2b4dde7b4b77
Reviewed-on: https://chromium-review.googlesource.com/623930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
be5e2ec3
|
2017-08-31T13:28:28
|
|
Remove uniform memory copy from GL front-end.
This moves the uniform query to the back-end. In D3D, this requires
a bit more redesign, especially for matrix uniforms.
Gives about a 10% speed improvement in the GL/NULL uniforms stress
test on Windows (UniformsBenchmark.Run/gl_null_400_vec4).
BUG=angleproject:1390
Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94
Reviewed-on: https://chromium-review.googlesource.com/623929
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
855d964b
|
2017-05-17T14:05:06
|
|
Prefix user-defined names in GLSL output
Now user-defined names are prefixed by _u in GLSL output in case name
hashing is not on. Internal names such as names of temporary variables
created in AST transformations are written out as such.
This makes handling of internal function names and internal variable
names consistent. It also removes the possibility of name conflicts
between user-defined names and internal names in case name hashing is
not on. In the same vein, it makes it safe to use GLSL reserved words
that are not reserved in ESSL as variable names in case name hashing
is not on.
This also makes the GLSL output more consistent with how names are
handled in HLSL output. Name hashing code is shared between
VariableInfo and OutputGLSLBase to ensure names are handled
consistently in both. The name that's used in the shader source for a
given interface variable is written out to ShaderVariable::mappedName.
An exception needs to be made for identifiers close to the length
limit, since adding any prefix would take them over the limit. But
they can be just written out as such, since we don't have any builtins
or ANGLE internal variables that have as long names and could create a
conflict.
BUG=angleproject:2139
BUG=angleproject:2038
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38
Reviewed-on: https://chromium-review.googlesource.com/507647
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
54164b0c
|
2017-08-28T15:17:37
|
|
Add getUniform impl methods.
This will let us remove some of the uniform data management code in
the GL front-end, and simplify the GL back-end. It will also enable
us to implement uniform data more efficiently in the D3D11 back-end,
and probably Vulkan back-end later.
This also implements a new impl method for the ProgramGL class to
flag optimized-out uniforms as no longer used, post-link. This is
important because otherwise the optimized uniforms get assigned
valid locations, and then the getUniform calls are expected to
succeed.
We also use a workaround for uniform value queries for the GL
back-end. It seems as though some drivers (seen on NVIDIA and AMD)
may not properly clamp to the maximum representable integer value
when querying out-of-range floating point values. Work around this by
always calling the driver with the proper type and then casting the
value in ANGLE.
BUG=angleproject:1390
Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6
Reviewed-on: https://chromium-review.googlesource.com/616785
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
4c19a8a8
|
2017-07-24T11:46:06
|
|
D3D11: Update cached dynamically recompiled programs.
This change makes it so that when we need to recompile a program on a
draw call, we also update the cache. It also streamlines the internal
queries of the dynamic vertex and fragment shaders such that we only
update the input and output signatures a single time per draw. This
should also facilitate dirty bit implementations for the D3D11 back-
end.
BUG=angleproject:2116
Change-Id: Iccb0501b700bc894f40a8c68d7f297ff0c8f46bd
Reviewed-on: https://chromium-review.googlesource.com/531798
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a779b610
|
2017-07-24T11:46:05
|
|
Smart caching of VAO input layout.
Don't recompute the cached attribute layout for a program if the
vertex array info hasn't changed. We can use the Serial class to
know when a vertex array has identical state.
BUG=angleproject:1156
Change-Id: Ia11f6ac268f63c3299f6d6d80c2866009cb8429c
Reviewed-on: https://chromium-review.googlesource.com/529768
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
27a60631
|
2017-06-30T15:12:01
|
|
Re-apply UBO binding workaround on program save.
The workaround which was previously defined to only apply on load
also seems to affect save on some AMD drivers.
BUG=angleproject:1637
BUG=angleproject:1897
Change-Id: Ia01a1420a484f3c2682ce97eaab18baccfb66a50
Reviewed-on: https://chromium-review.googlesource.com/558008
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
db9e5d31
|
2017-06-12T12:05:45
|
|
D3D11: Only apply attachments that are written by the program
This works around a bug in the AMD driver that writes 0's to the
first attachment if it isn't written by the pixel shader.
BUG=angleproject:2048
Change-Id: I384fd60c0e0a37fbc0fd7b69fe1ec74fe4ffac8f
Reviewed-on: https://chromium-review.googlesource.com/531630
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
9cf9e871
|
2017-06-05T12:59:25
|
|
Move LinkResult to the gl:: namespace.
This is a derived type from gl::Error so makes sense to be there.
Also makes it more accessible than in ProgramImpl.h
BUG=angleproject:1897
Change-Id: Id41b13e5a072745d8c361057f5bef8f152e0452b
Reviewed-on: https://chromium-review.googlesource.com/522872
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
83418fb1
|
2017-06-05T12:59:24
|
|
Don't allow for error in ProgramImpl::save.
Refactoring cleanup patch only.
BUG=angleproject:1897
Change-Id: I6d12de5dab16ead9684886a1cf15b570e3c98156
Reviewed-on: https://chromium-review.googlesource.com/522871
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
c564c070
|
2017-06-01T12:45:42
|
|
Pass gl::Context to impl methods instead of ContextImpl.
In some cases we might have to call back into the GL layer, passing
the Context, and if we just have a ContextImpl pointer this isn't
possible. It also removes the need for SafeGetImpl.
BUG=angleproject:2044
Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6
Reviewed-on: https://chromium-review.googlesource.com/516835
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bdc1e2a2
|
2017-05-24T14:40:27
|
|
D3D11: Consolidate Buffer allocation.
We now allocate and release all buffer resources from a single place,
allowing us to allocate junk memory, clear on init, and track the
currently allocated buffer memory.
BUG=angleproject:2034
Change-Id: Id60b63a7f77bc369dfc494a7587ab06c8d34a8e2
Reviewed-on: https://chromium-review.googlesource.com/503253
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
73badc07
|
2017-03-29T19:14:53
|
|
ES31: Implement glDispatchCompute for D3D backend
BUG=angleproject:1955
TESTCASE=angle_end2end_tests
Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf
Reviewed-on: https://chromium-review.googlesource.com/462067
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
61afff14
|
2017-03-14T15:34:03
|
|
ES31: Add PROGRAM_SEPARABLE to ProgramParameter and GetProgram
BUG=angleproject:1939
TEST=angle_end2end_tests
Change-Id: I97ad11360f7c015947a2c0cc7d4a47f994726834
Reviewed-on: https://chromium-review.googlesource.com/454264
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
8ecf7f9b
|
2017-01-13T17:29:52
|
|
Vulkan: Implement shader compilation.
This hooks up the Vulkan GLSL, decorated with locations, to glslang,
and then pipes the SPIRV back to the Program implementation for later
use when making pipelines to run draw calls.
The program compilation tests work now, but don't really test
anything other than not generating Vulkan validation layer errors
during compilation and shader object generation.
BUG=angleproject:1576
Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd
Reviewed-on: https://chromium-review.googlesource.com/408519
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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>
|
|
51f522f1
|
2016-12-21T15:10:55
|
|
D3D11: Fix program binary crash with UBO bindings.
This crash could occur when saving and loading a program with UBO
bindings that was never used in a draw operation. The fix is to
ensure the D3DLinkedUniforms are properly initialized before we
save the program binary.
BUG=angleproject:1637
Change-Id: I9691e375d19dc628f34f351ae94b68bd0f2f76b8
Reviewed-on: https://chromium-review.googlesource.com/422665
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
408293f8
|
2016-12-20T10:11:45
|
|
D3D11: Fix stale SRVs with tiny depth textures.
When the tiny depth texture would get re-created on change, it was
not freeing any cached SRVs which were pointing to the old tex.
Fix this by erasing the cache entry if the texure is recreated.
Also include a test which hooks into the workarounds to force
testing on every platform.
Also narrow the workaround to only apply to depth/stencil textures
which use these mips in GL, rather than D3D, where we always create
a full mip chain.
BUG=angleproject:1664
Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4
Reviewed-on: https://chromium-review.googlesource.com/421567
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
a7d12dc7
|
2016-12-13T15:08:19
|
|
Store uniform block bindings in program binaries.
This affects all back-ends - we weren't saving this. Note that
bindings can only be set after program linking. The spec is fairly
clear in that any programs saved must be loadable and runnable under
the same set of state, which would include block bindings.
Also add validation for zero binary formats in GetProgramBinary.
Also add a workaround for AMD where the block bindings were not
applied properly after link, similarly to our original bug.
This CL also includes a few fixups for GLProgram (raii).
BUG=angleproject:1637
Change-Id: Iae068eb4e1e4c763aa9f9332c033e38708026c8f
Reviewed-on: https://chromium-review.googlesource.com/418393
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@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>
|
|
01074255
|
2016-11-28T15:55:51
|
|
D3D: Implement multi-thread shader compilation.
Choose to use std::async for now to implement multi-threaded compiles.
This should work across platforms and also be usable for other
threading tasks. Note that std::async does not have a good way to
wait for multiple std::futures. Also the Linux compile of std::async
is broken due to a bug in an old STL version, so disable it on this
platform.
The implementation uses a static polymorphism approach, which should
have very good performance (no virtual calls).
This design leaves the door open for other future implementations,
such as a Win32 thread pool, or one based on angle::Platform.
BUG=angleproject:422
Change-Id: Ia2f13c3af0339efaca1d19b40b3e08ecca61b8e8
Reviewed-on: https://chromium-review.googlesource.com/413712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c9bde926
|
2016-07-24T17:58:50
|
|
D3D11: Allow gl_PointCoord when not rendering points.
ANGLE D3D11 uses a geometry shader to expand points into quads.
This led to an edge case with gl_PointCoord. When the user references
gl_PointCoord in the fragment shader but renders with GL_TRIANGLES or
other non-point primitives, gl_PointCoord is undefined, but ANGLE
would produce a link error. This would break some very odd edge-case
shaders (e.g. a shader that is used with both points and triangles).
We can fix this by simply adding a dummy PointCoord value to our
vertex shader is all cases. If the user renders points, we ignore the
PointCoord value passed to the geometry shader. If they render tris
or lines and use PointCoord, the shader signatures will match, and
PointCoord will even have a sane value of (0.5, 0.5).
BUG=angleproject:1380
Change-Id: I322155cd3801d0241cabc9bb639a5aaa502831b3
Reviewed-on: https://chromium-review.googlesource.com/362779
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
|
|
46eaa946
|
2016-06-29T10:26:37
|
|
Support CHROMIUM_path_rendering fragment operations
This brings two new APIs, BindFragmentInputLocation and
ProgramPathFragmentInputGen that together dictate how the
fragment shader varyings are used.
BUG=angleproject:1382
Change-Id: I4b52fd8a3555235a73aecd4f3dba2d500789cbb0
Reviewed-on: https://chromium-review.googlesource.com/357071
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Sami Väisänen <svaisanen@nvidia.com>
Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>
|
|
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>
|
|
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>
|
|
8047c0d2
|
2016-03-07T13:02:12
|
|
D3D11: Clean up InputLayoutCache.
This change does a couple things. First, it uses the 'active attribs'
mask in the gl::Program to sort the translated attributes, instead of
checking the translated attribute themselves. This means we don't have
to consult the 'active' field of the translated attributes, which in
turns means we don't have to update the active field in the attributes,
which breaks the dependency of the attributes on the gl::Program.
Second, use a dynamically sized array for storing the cached vertex
attributes in the InputLayoutCache. This is nice because it means
we don't have to store the size of the array separately.
Also some other refactoring cleanups. Refactoring change only.
BUG=angleproject:1327
Change-Id: Iab22de92840b30674b92eca72e450673ed9f6d6d
Reviewed-on: https://chromium-review.googlesource.com/330172
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bdec2f4e
|
2016-03-02T16:35:32
|
|
D3D11: Fix overlapping vertex shader signatures.
For the case of drawing with un-normalized integer vertex attributes,
we need to do some dynamic conversion in the VS. However, each
attribute can either be signed or unsigned, and our shader signature
code would treat both as a match, giving rise to a warning in the
D3D11 Debug runtime. It's unclear if this would give incorrect
results, but it certainly should not produce a warning.
BUG=angleproject:1329
Change-Id: I302d11b44e8a0ef981e89c181aefac5451a899b7
Reviewed-on: https://chromium-review.googlesource.com/329998
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
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>
|
|
e5df3066
|
2015-11-18T13:45:19
|
|
D3D: Run applyTextures before applyShaders
applyShaders will update uniform data by uploading the constant buffer.
In the future uniform data will contain the base level of textures so
that shaders can use it to adjust results of texture functions. The most
natural place to set the base level in uniform data is applyTextures, so
it needs to be run before applyShaders.
updateSamplerMapping needs to be called before applyTextures, but
genericDraw* functions already do that. Remove redundant
updateSamplerMapping call from ProgramD3D::applyUniforms.
BUG=angleproject:596
BUG=angleproject:1092
BUG=angleproject:1261
TEST=angle_end2end_tests
Change-Id: I1828f7bdc75999872a26941a02cb4b6c6a66094d
Reviewed-on: https://chromium-review.googlesource.com/322121
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c5629759
|
2015-12-07T16:29:04
|
|
Implement full program binary support for ES3.
Refactor validation to be used in both the OES and ES3 entry points.
BUG=angleproject:600
BUG=angleproject:1101
Change-Id: I2008c4ea04ce07910f03ae0b997f8a77b66203d8
Reviewed-on: https://chromium-review.googlesource.com/316620
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
9fc3682c
|
2015-11-18T13:08:07
|
|
D3D: Rework varying packing code.
In D3D we pack varyings by making a register map, and using the
recommended GLSL ES algorithm to reserve register space. We use
this map to assign row and column slots to each varying and then
produce a semantic index value.
The existing scheme had a number of bugs, and was failing several
angle_end2end_tests. The new design cleans up the code somewhat
and uses a different counting scheme for the semantic indexes:
just sort the varyings in packing order and use a simple
incrementing semantic index per varying. In SM4+, the HLSL compiler
sorts and packs the varyings correctly itself, and in SM3, handle
the cases we don't support by returning an error instead of a D3D
compiler link error.
Also refactor how we store varying information for TF Feedback/
StreamOut. Only store the necessary D3D information, instead of
extra information like the name and type.
This fixes several tests in GLSLTest/*. This also will allow us to
fix interpolation qualifier packing and the structure packing in
HLSL, which seems to work differently than the rest of the varying
types.
BUG=angleproject:1202
TEST=bots,dEQP-GLES3.functional.transform_feedback.*
Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639
Reviewed-on: https://chromium-review.googlesource.com/311241
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|