|
b19d17b8
|
2022-12-09T14:38:08
|
|
Vulkan: Split Serial class into UniqueSerial and Serial
This CL splits Serial class into two classes: UniqueSerial and Serial.
UniqueSerial supports the object unique serial usage where there is ==
and != operator but no > or < comparison. UniqueSerial can have invalid
value, but Serial will not have invalid value (in next CL). The main
reason is for next CL we can further optimize out the invalid value
check in the QueueSerial comparison.
Bug: b/262047600
Change-Id: Ieaed2a0d5546b012a6d63aa18b6006595e4aee1b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4093557
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
|
|
2dd13ebb
|
2022-04-21T11:25:00
|
|
Track Surface color & depth/stencil init separately.
This clears up some trace testing confusion due when robust
resource init is enabled, and the app clears color but not
depth on the default surface.
Bug: angleproject:7221
Change-Id: Id97871aec32ad831b663aaa9116e04b582ab5a36
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3600375
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1047af38
|
2021-12-02T14:30:42
|
|
Fix changing attached renderbuffer from MSRTT to non-MSRTT
FramebufferAttachment::mRenderToTextureSamples was never updated if the
renderbuffer storage was changed after attaching to framebuffer.
Bug: chromium:1272068
Change-Id: Ib0cfde53c3453c0df4b0aea32ab0a246aa2ade7f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3313414
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ea3f501e
|
2020-08-18T11:13:33
|
|
Feedback Loop Redesign 3/3: Remove feedback loop tracking.
We now we detect feedback loops by tracking the Framebuffers that the
Texture is bound to. We still have the old tracking method that counts
sampler and image bindings in the code as well.
This CL removes the old front-end tracking for feedback loops. It's no
longer used by any back-ends. This removal should reduce CPU overhead
around Texture and Program binding changes. Reverts the image binding
tracking to the simpler scheme that tracks if a Texture has ever been
bound as an Image. This should practically have little or no perf
effect and we can reinstate some simpler tracking in the future if
required.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: Idc625d6e4c519919f97a4dc72dd9c35d262706fb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2363210
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
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|
185d9d08
|
2020-08-14T22:48:15
|
|
Re-land "Feedback Loop Redesign 2/3: Track bound FBOs in Texture."
Re-land fixes the crash when drawing with no bound Program executable.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
This CL adds a small vector class to gl::Texture which tracks all the
Framebufer Serials of its bound Framebuffers. We can use this set to
quickly check if there's any potential feedback loop between the a FBO
and this Texture.
We also update the feedback loop check to use this new method. We will
be able to remove the old counting method when we switch the Vulkan
feedback loop handling to use the new tracking in this CL.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: If2bd25b08298a99f5e64b4055137f9154b0f0860
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365595
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f6fb6da8
|
2020-08-19T21:04:35
|
|
Revert "Feedback Loop Redesign 2/3: Track bound FBOs in Texture."
This reverts commit 699bcde0b729853f33474941a313f6d5c9e63faf.
Reason for revert: Breaking GLES2WebGLDecoderPassthroughTest.DrawArraysInstancedANGLEEnablement. Here is a sample build : https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%29/4240
Original change's description:
> Feedback Loop Redesign 2/3: Track bound FBOs in Texture.
>
> Currently we track feedback loops by counting the times a Texture is
> bound as a sampler or image in a particular context. This is a bit
> tricky because Texture bindings change frequently. Relative to the
> number of times we need to check for a feedback loop this causes excess
> overhead.
>
> Usually Framebuffers have a low number of Textures bound (in many cases
> just 1). And Textures aren't usually bound to many different FBOs. So
> instead of counting the number of times a Texture is bound as a sampler
> or image we will track the Framebuffers that the Texture is bound to.
>
> This CL adds a small vector class to gl::Texture which tracks all the
> Framebufer Serials of its bound Framebuffers. We can use this set to
> quickly check if there's any potential feedback loop between the a FBO
> and this Texture.
>
> We also update the feedback loop check to use this new method. We will
> be able to remove the old counting method when we switch the Vulkan
> feedback loop handling to use the new tracking in this CL.
>
> Bug: angleproject:4500
> Bug: angleproject:4959
> Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850
> Reviewed-by: Tobin Ehlis <tobine@google.com>
> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
TBR=tobine@google.com,courtneygo@google.com,jonahr@google.com,jmadill@chromium.org
Change-Id: Ica795036895652add37ac8ed319031f9d5a321ac
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:4500
Bug: angleproject:4959
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365077
Reviewed-by: Khushal <khushalsagar@chromium.org>
Commit-Queue: Khushal <khushalsagar@chromium.org>
|
|
699bcde0
|
2020-08-14T22:48:15
|
|
Feedback Loop Redesign 2/3: Track bound FBOs in Texture.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
This CL adds a small vector class to gl::Texture which tracks all the
Framebufer Serials of its bound Framebuffers. We can use this set to
quickly check if there's any potential feedback loop between the a FBO
and this Texture.
We also update the feedback loop check to use this new method. We will
be able to remove the old counting method when we switch the Vulkan
feedback loop handling to use the new tracking in this CL.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c9e0edc2
|
2020-04-30T14:48:40
|
|
Handle 3D texture entire-mip initialization for FBO attachments
FramebufferAttachmentObject::initializeContents clears the entire mip
level for layered textures (not including cube map). This was done by
special casing 2D array and 2D multisample array textures but did not
work for 3D.
Generalize the logic to work for all layered texture types.
Handle clearing the entire 3D texture mip in Vulkan.
TEST=conformance2/misc/uninitialized-test-2.html
BUG=angleproject:4602
Change-Id: I35bb9fc3304f0553e8de68d205b0843845bf7549
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174264
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
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c9c4e4ed
|
2020-04-02T10:29:52
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|
Track rendering feedback loops by-context.
This fixes an issue where feedback loops detection would trigger false
positives based on texture use in multiple contexts.
1) there are two contexts, C1 and C2, sharing resources
2) in C1, there is a texture T bound to GL_TEXTURE_2D, and a program in
use that will sample C1
3) in C2, a framebuffer is created and T is bound to it
This fix indexes each set of active bindings in an object by ContextID.
We can potentially redo this solution in the future if this proves to
have too much tracking overhead.
Includes a test writen by Ken Russell.
Bug: angleproject:4517
Change-Id: I67012e68947c42d863dca193972576c82d5f3712
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134406
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
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|
e259e7e3
|
2020-04-02T17:33:17
|
|
Pass layer count to robust 2D array texure init.
The Vulkan back-end needs the layer count to correctly initialize the
whole range of the mip level. Otherwise we were only clearing a single
layer of the 2D array. This only popped up when the code started to be
lazier about robust resource init.
Bug: angleproject:4517
Change-Id: Id5007c877d413dc80d54d9800a5898e130593451
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134412
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
1c88cf27
|
2020-03-18T18:00:01
|
|
Add optimized rendering feedback loop tracking.
This can be used both for WebGL and the Vulkan back-end workaround for
Manhattan. Uses the recently added tracking for Textures being bound as
samplers. Then caches this information in the Framebuffer using the
Subject/Observer pattern.
Bug: angleproject:4490
Change-Id: I08bef0a1b95c4333da19c2dae1f02a993e5835e1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2109335
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
8ac49e18
|
2019-09-04T17:38:22
|
|
Fix dEQP renderbuffer unspecified attachment test.
The spec mandates default sizes of 0 for everything, while we
assume a non-initialized Renderbuffer is RGBA4.
Bug: angleproject:2321
Test: dEQP-GLES3.functional.state_query.fbo.framebuffer_unspecified_attachment_x_size_rbo
Change-Id: I7defbdda46fc90dc3672628667c710a8304473b7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785881
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
7e44ec26
|
2019-08-26T15:59:48
|
|
GL_EXT_multisampled_render_to_texture extension. Part 1.
Adding new parameters for extension without adding any real code change. Since no new code paths were added, we expect all tests to pass as before.
Bug: angleproject:980428
Change-Id: I551b46a66f422eabd357fd021e00cf266a991efb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1772377
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
cbdf8616
|
2019-07-09T20:30:45
|
|
Support blitFramebuffer to and from IOSurface-backed textures.
Extend validation to allow texture rectangle-backed textures as
blitFramebuffer sources and destinations.
Add end-to-end test covering this functionality, and run the
IOSurfaceClientBufferTests against both ES2 and ES3.
Bug: angleproject:3669
Change-Id: I7b8815a2c98072c12de45717afbba9e9b29ba253
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1694483
Commit-Queue: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7d64c486
|
2019-03-12T14:27:40
|
|
GL_ANGLE_multiview has been renamed to GL_OVR_multiview2.
changes include:
1) GL_OVR_multiview to GL_OVR_multiview2 extension directive change
2) Removal of all references to side by side. We no longer support multiple views in a single 2DTexture. Only 2DTextureArray's are supported
3) WebGL 2 (ES3) is required for multiview
Bug: angleproject:3341
Change-Id: Ie0c1d21d7610f8feebdb2e4d01c6947f57e69328
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552023
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
7c985f5c
|
2018-11-29T18:16:17
|
|
Make angle::Result an enum.
This moves away from a class type to a value type. This should improve
performance when using angle::Result as a return value. Previously the
generated code would return a pointer instead of a value.
Improves performance in the most targeted microbenchmark by 10%. In
more realistic scanarios it will have a smaller improvement. Also
simplifies the class implementation and usage.
Includes some unrelated code generation changes.
Bug: angleproject:2491
Change-Id: Ifcf86870bf1c00a2f73c39ea6e4f05ca705050aa
Reviewed-on: https://chromium-review.googlesource.com/c/1356139
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
66f0d2c1
|
2018-11-30T15:25:36
|
|
Make Framebuffer attachments angle::Subjects.
Now that there's storage change notifications in the GL front-end we
no longer need to give the back-end access to the angle::Subject. The
Texture object is a special case where it has mirrored dirty bits. To
keep the gl::Texture class notified of when the Impl has dirty bits we
make the TextureImpl class an angle::Subject that is observed by the
gl::Texture class.
This will enable further dirty bits improvements.
Bug: angleproject:2966
Change-Id: Id22da0926f51ff4679e58af3e62903f4d7948915
Reviewed-on: https://chromium-review.googlesource.com/c/1347670
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@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>
|
|
31116738
|
2018-10-09T18:30:01
|
|
Inline many more hotspots for the Texture draw test.
Bug: angleproject:2763
Change-Id: Ib8193e7ff5ee7763b92f4775fb7e9adaa51c9305
Reviewed-on: https://chromium-review.googlesource.com/c/1262738
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
|
6f755b21
|
2018-10-09T12:48:54
|
|
Use angle::Result in front-end. (Part 1)
This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.
Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f668a4b5
|
2018-09-23T17:01:20
|
|
Skip Texture::syncState when no dirty bits.
We sometimes generate local dirty bits in TextureGL. To make sure the local
dirty bits don't get skipped we use a Subject/Observer pattern between the
TextureGL and gl::Texture. This allows us to skip syncState in the hot path.
Also inlines a couple of other texture functions. And fixes a stray header
in EGLBlobCacheTest.
Bug: angleproject:2763
Change-Id: Ie1d8a5865deaf2a563a358c31ae28bef6b2458b1
Reviewed-on: https://chromium-review.googlesource.com/1228374
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
daab0014
|
2018-09-13T14:56:28
|
|
Test and fix robust resource init for multisampled textures
New test coverage for robust initialization of multisampled textures
is added in angle_end2end_tests. Some missing functionality that was
affecting the initialization of multisampled 2D array textures is now
fixed.
BUG=angleproject:2775
TEST=angle_end2end_tests
Change-Id: I1d9d3cd154ca2910159941fe8b1bef4ae6320bdd
Reviewed-on: https://chromium-review.googlesource.com/1224530
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
a8802477
|
2018-05-28T11:17:47
|
|
ES31: Implement FramebufferTextureEXT on OpenGL back-ends
This patch intends to implement FramebufferTextureEXT on OpenGL
back-ends.
1. Support layered framebuffer attachments.
2. Add new framebuffer completeness rules on layered framebuffer
attachments.
3. Support FRAMEBUFFER_ATTACHMENT_LAYERED_EXT as a valid <pname>
parameter of GetFramebufferAttachmentParameteriv.
Note that for an entire level of a cube map:
1. It has no TextureTarget because TEXTURE_CUBE is not a valid
target for TexImage*D.
2. It corresponds to 6 ImageDescs (that represents its faces) in
class Texture, so when the cube map is cube complete, we return
the ImageDesc of its first face, meanwhile we do not allow
querying ImageDesc if it is not cube complete.
BUG=angleproject:1941
TEST=angle_end2end_tests
dEQP-GLES31.functional.geometry_shading.query.framebuffer_attachment_layers
dEQP-GLES31.functional.geometry_shading.query.framebuffer_incomplete_layer_targets
dEQP-GLES31.functional.geometry_shading.layered.*
dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_*
dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_*
Change-Id: I44393b513ec8f1a682fd1c47d3eaa6f3b3fae877
Reviewed-on: https://chromium-review.googlesource.com/1075811
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1d97a4d0
|
2018-04-18T15:51:32
|
|
Revert "Fix dEQP renderbuffer unspecified attachment test."
This seems to have caused a regression in Chrome. I'm reverting the
change and suppressing the test that is failing on our end because of
it. Once we can confirm this solves the problem, we'll need some help
investigating further.
This reverts commit c0db9addeaebc76c7cc99b26aa27df5e432097ac.
Bug: angleproject:2321
Bug: chromium:833809
Change-Id: I5e40364217e15ae6117f5288a4754b25d983ca0a
Reviewed-on: https://chromium-review.googlesource.com/1017763
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
cc129377
|
2018-04-12T09:13:18
|
|
ImageIndex: Consolidate layer/cube face.
In terms of the Texture or Image resource, a cube face
refers to a layer of a 2D texture. This layer has a special
meaning for cube textures, but it is represented as a layer
with a layer index. Cube array textures are no different,
they just use a different indexing scheme for the array
layers.
This also cleans up the ImageIndex helper to have a class
structure with private data, and cleans up a few cases to
use generic Make functions and iterators where they were
setting properties of the index directly.
This will make it easier to have ImageIndexes address
entire levels of a Cube map in the future, and makes the
layer count logic in Vulkan cleaner.
Bug: angleproject:2318
Change-Id: Iea9842e233f974a9896282ca224cb001f7882bd1
Reviewed-on: https://chromium-review.googlesource.com/987525
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d7518622
|
2018-03-27T09:44:31
|
|
Buffer11: Refactor Subject/Observer pattern.
Instead of having a direct/static observer distinction, add two
messages for 'Contents Changed' and 'Storage Changed'. This makes
Buffer11 itself the subject with two different message handling
cases in the onSubjectStateChange methods.
Bug: angleproject:2389
Change-Id: I645cd4b7cc7ce51cb7f48a01c7fc72939cbe89fe
Reviewed-on: https://chromium-review.googlesource.com/957940
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
99d492c2
|
2018-02-27T15:17:10
|
|
Use packed enums for the texture types and targets, part 2
This completes the refactor by using the packed enums in the gl:: layer
and in the backends.
The packed enum code generation is modified to support explicitly
assigning values to the packed enums so that the TextureTarget cube map
faces are in the correct order and easy to iterate over.
BUG=angleproject:2169
Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04
Reviewed-on: https://chromium-review.googlesource.com/939994
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
888081d5
|
2018-02-27T00:24:46
|
|
D3D11: Refactor dependent Framebuffer state changes.
Previously, when a state change would cause a Texture to
recreate its storage specific to D3D11, we would use a
dependent notification from RenderTarget11 to Framebuffer11
to re-check internal dirty bits. In this new method, we
instead set dirty bits on the gl::Frambuffer directly. This
also means we use fewer internal objects for these
notifications, because we share the same structures between
the D3D11 back-end notifications and the top-level notifications
we use for Robust init and Framebuffer completeness.
This also allows us to get rid of one "if" that we check on
every draw call in D3D11.
This also introduces a dirty bits guard concept - a shadow
set of dirty bits that is checked in dependent state changes
to ensure that extra bits aren't set inside syncState.
This also implements Framebuffer dirty bits for the D3D9
back-end. This has the side effect of cleaning up the
"null colorbuffer" D3D9 workaround.
Bug: angleproject:2372
Change-Id: Ie346d39030f4f6df583d735685b0babea4e745a8
Reviewed-on: https://chromium-review.googlesource.com/936691
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d444255a
|
2018-02-27T22:03:47
|
|
Refactor signal utils into Observer pattern.
These types were over-generalized. All use cases featured
arrays of resources attached to single parent resources. The
channel ID is sufficient to identify the child resource in the
parent, and having variadic template arguments wasn't necessary.
Futhermore we can rename these types to use the common Observer
pattern. This should make them more readable to new developers.
Also update some classes to inherit from Subject instead of
having a member Subject. This cleans up the code in a few places.
This should lead to a simpler refactor to allow dependent dirty
bits notifications in the Vulkan back-end.
In the following patch the signal_utils files will be renamed. They
are not renamed in this patch to ensure git history is preserved.
Bug: angleproject:2372
Change-Id: I17a3f2c8d92afd4bb3cba2d378c3a2e8a6d7fb11
Reviewed-on: https://chromium-review.googlesource.com/936690
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b52fac03
|
2018-02-21T15:45:35
|
|
Refactor ImageIndex to have separate type and target members.
BUG=angleproject:2169
Change-Id: Ib3fb699058f76d0eb810a9691ea1d64311dadbb1
Reviewed-on: https://chromium-review.googlesource.com/929650
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c0db9add
|
2018-01-29T13:52:42
|
|
Fix dEQP renderbuffer unspecified attachment test.
Full test name: dEQP-GLES3.functional.state_query.fbo.framebuffer_unspecified_attachment_x_size_rbo
Bug: angleproject:2321
Change-Id: I086aefe23a3141f58cc33149c9cd7bdc5eb98dba
Reviewed-on: https://chromium-review.googlesource.com/891662
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
05b35b21
|
2017-10-03T09:01:44
|
|
D3D11: Lazy robust resource init.
This patch moves the robust resource init logic to the GL front-end.
Instead of initializing texture resources immediately on creation in
D3D11, it defers the clear until before a draw call in some cases, or
skips the update if we can determine if a texture (or other resource)
has been fully initialized.
Currently lazy init is only implemented for Textures, Renderbuffers,
and Surfaces.
Various places where lazy resource init is triggered:
* Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
* Texture operations (SubImage, GenerateMipmap, CopyTexImage)
Some efficiency gains remain to be implemented, such as when a
SubImage call fills the entire object. Similarly for Blit, and a few
other operations. In these cases we can skip lazy init as an
optimization. Edge cases with EGLImage are mostly untested.
BUG=angleproject:2107
Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
Reviewed-on: https://chromium-review.googlesource.com/576058
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
81c2e253
|
2017-09-09T23:32:46
|
|
Add top-level dirty bits for texture and samplers.
These will have to be fleshed out in the back-ends.
Also currently uses a single bit for all the bindings, and we can
extend this to more fine-grained updates in the future.
This patch implements top-level updates for texture completeness.
Sampler completeness caches are removed from the Texture class, and
replaced by a cache in the gl::State class. The State class also
keeps a channel binding to the bound textures so it can be notified
when textures might change from complete <-> incomplete.
In future CLs we skip updating back-ends if texture state doesn't
change.
BUG=angleproject:1387
Change-Id: If580b4851303c86f3240e62891f5f6047eefb6a2
Reviewed-on: https://chromium-review.googlesource.com/648053
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
82ef774b
|
2017-08-08T17:44:58
|
|
Save layered multiview end-point's arguments into attachment's state
Handle glFramebufferTextureMultiviewLayeredANGLE calls by saving the
arguments into the attachment's state.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I9d7c0e00fe9e917ad2f9d903a39f30b2546dc7a3
Reviewed-on: https://chromium-review.googlesource.com/609960
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
878c8b1e
|
2017-07-28T09:51:04
|
|
Handle viewport and scissor state changes for side-by-side framebuffers
Side-by-side framebuffers have viewport offsets as part of their state
which have to be applied to the viewport and scissor rectangles to
generate the final viewport and scissor rectangles of each view.
Whenever there is a transition to or from a side-by-side framebuffer,
viewport and scissor state has to be synced. Also, because rendering is
done on the same 2D texture the scissor test has to be always enabled to
guarantee that no fragments leak to a neighboring view.
The patch addresses this by extending the viewport and scissor state
in StateManagerGL to be a vector of rectangles instead of a single
rectangle. Two new dirty bits are added to cover changes in the viewport
offsets and whether the framebuffer has a side-by-side layout.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I8107d7ba97d06b20cf24358f19963fa494844592
Reviewed-on: https://chromium-review.googlesource.com/585012
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9bc9a321
|
2017-07-21T14:28:17
|
|
Integrate multiview state in FBO completeness check
The patch extends the FBO completeness validation to include the
multiview state members according to the ANGLE_multiview specification.
It also changes the numViews in FramebufferAttachment to be consistently
of type GLsizei instead of GLint.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ibe550ba03204d808d96a4edf4807c68421aa1158
Reviewed-on: https://chromium-review.googlesource.com/581193
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5dae57b0
|
2017-07-14T16:15:55
|
|
Save side-by-side function arguments into attachment's state
Handle glFramebufferTextureMultiviewSideBySideANGLE calls by saving the
arguments into the attachment's state.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Idc5441d673b48640f47415b07b2854fbdf566c8d
Reviewed-on: https://chromium-review.googlesource.com/574915
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
e5285d29
|
2017-07-14T16:23:53
|
|
Handle ANGLE_multiview state queries
The patch extends glGetIntegerv and glGetFramebufferAttachmentParameteriv
logic to handle the new tokens from the ANGLE_multiview extension.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ide145279cd7b58cd03502458d7d3a1a0f5e9e86d
Reviewed-on: https://chromium-review.googlesource.com/573780
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
4928b7ca
|
2017-06-20T12:57:39
|
|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
4fd95d54
|
2017-04-05T11:22:18
|
|
Stop using FramebufferAttachment::Target.
Target includes the binding (DEPTH/STENCIL/COLOR), which is not useful
for many operations. Simplify this to just passing the mip/layer.
This allows us to stop using this internal struct in other classes.
BUG=angleproject:1635
Change-Id: Ic5a11781bf45fe7835437fa1e363c190b876d453
Reviewed-on: https://chromium-review.googlesource.com/469152
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1e5499db
|
2017-04-05T11:22:16
|
|
Refactor Signal utils into template classes.
This will allow us to pass on extra information to the receiving end,
such as the specific texture levels that are dirty.
BUG=angleproject:1635
Change-Id: Idb7ca1d625499e50e7712c458b694f6e9bfc0595
Reviewed-on: https://chromium-review.googlesource.com/453382
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a02315b0
|
2017-02-23T14:14:47
|
|
WebGL Compat: Add DEPTH_STENCIL attachments.
This is a special WebGL 1 binding point, that does not correspond to
any native functionality. Due to particularities in validation we
need to represent this with additional state in the Framebuffer.
WebGL 2 fixes this oddity by resolving to the GLES 3 native spec.
In order to pass the WebGL framebuffer objects test, we will also
need a chromium-side CL to work with the additional state tracking
it does in the blink layer, and an additional patch to ANGLE to
clear the depth buffer before the first use (robust resource init).
BUG=angleproject:1708
Change-Id: I111f8f5a451cce7de6cf281a6bc335b92dd2daf2
Reviewed-on: https://chromium-review.googlesource.com/444095
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
57e6d50e
|
2016-12-09T14:46:39
|
|
FramebufferAttachment: make attach(nullptr) work like detach
Otherwise when trying to use a DEPTH texture for DEPTH_STENCIL,
attach(nullptr) gets called but the FramebufferAttachment still returns
true when isAttached is called.
BUG=angleproject:1523
Change-Id: I30b78aff619eb6cd63e0befac886bddc177a2e58
Reviewed-on: https://chromium-review.googlesource.com/418403
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a3944d4f
|
2016-07-22T22:13:26
|
|
Add gl::Format to represent a texture/rb/surface format.
This has a few advantages: it preserves all the information of the
internal format, such as if it is sized or unsized. It also saves
looking up the format multiple times in the table, which should
improve speed in some cases.
The extra sized-ness information will allow us to perform the
correct validation in CopyTexSubImage calls.
BUG=angleproject:1228
Change-Id: I42954771b0a9a968f5d787b8cf6e0af721791855
Reviewed-on: https://chromium-review.googlesource.com/362626
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
362876b1
|
2016-06-16T14:46:59
|
|
Cache Framebuffer completeness.
Improves performance on the render-to-texture microbenchmark
by ~3x on the OpenGL back-end. Wipes out several of the top profling
hotspots on that benchmark.
BUG=angleproject:1388
Change-Id: I6a35a0b435b2ed3c83d32acdb9df090df98214ad
Reviewed-on: https://chromium-review.googlesource.com/348957
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
35170f5c
|
2016-05-25T12:57:38
|
|
Fix Renderer generator script.
This script breaks peridocially because we don't have automated tests
for it. Split the FBO attachment object class into its own file, and
also fix a couple other small snags that prevented the script from
running.
This will facilitate generating Vulkan renderer stubs.
BUG=angleproject:1319
Change-Id: I30a6ce4ab0adad962cea76731dbe82837c5c9a1b
Reviewed-on: https://chromium-review.googlesource.com/347064
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
086d59ae
|
2016-04-29T09:06:49
|
|
In ES3, validate that depth and stencil are the same image
BUG=605775
Change-Id: I9508c70a588270dae871dde79fea1df1c3fd1558
Reviewed-on: https://chromium-review.googlesource.com/341440
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
314f9b33
|
2015-08-20T14:13:20
|
|
FramebufferAttachment: do not attach with an uninitialized mResource
Otherwise attach will try to call onDetach on mResource, causing an UB
(and a segfault in most cases).
This fixes a crash when running angle_unittests on Mac with another
patch.
BUG=angleproject:891
Change-Id: I09d34d7246849059a13bc2fb00a61837cccd97d7
Reviewed-on: https://chromium-review.googlesource.com/294830
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
51706eae
|
2015-08-07T14:39:22
|
|
Make FramebufferAttachmentObject not refcountable
Re-land with a fix for an unitialized variable
Instead the refcount is done via callbacks. This allows Surface to
ignore this refcounting which will be useful in a follow-up CL.
BUG=angleproject:891
Change-Id: I1925ccaa4ce7b502b33088660d31c404b8313cb5
Reviewed-on: https://chromium-review.googlesource.com/293712
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
0020426e
|
2015-08-12T19:07:29
|
|
Revert "Make FramebufferAttachmentObject not refcountable"
BUG=
This reverts commit 19ba57469aa02074d094a9aef104f84d0b6d881e.
Change-Id: I5dce6c8a81570e22affbcaf32183a97c97849718
Reviewed-on: https://chromium-review.googlesource.com/293351
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
19ba5746
|
2015-08-07T14:39:22
|
|
Make FramebufferAttachmentObject not refcountable
Instead the refcount is done via callbacks. This allows Surface to
ignore this refcounting which will be useful in a follow-up CL.
BUG=angleproject:891
Change-Id: I39b028476e0e3ab1837c033e1121ea21e54d7970
Reviewed-on: https://chromium-review.googlesource.com/291651
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
2d06b738
|
2015-04-20T12:53:28
|
|
Store value types for FBO attachments.
*re-land with fix for Mac*
This prevents us from re-allocating FBO attachments every set.
This change requires quite a bit of refactoring.
BUG=angleproject:963
Change-Id: Ia1f83e3c427d446ddbe16c6703db136942149e91
Reviewed-on: https://chromium-review.googlesource.com/266691
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
aed081ce
|
2015-04-21T13:55:21
|
|
Revert "Store value types for FBO attachments."
In file included from ../../third_party/angle/src/libANGLE/Framebuffer.cpp:10:
In file included from ../../third_party/angle/src/libANGLE/Framebuffer.h:13:
In file included from /Applications/Xcode5.1.1.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/vector:68:
/Applications/Xcode5.1.1.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/bits/stl_construct.h:81:38: error: call to implicitly-deleted copy constructor of 'gl::FramebufferAttachment'
::new(static_cast<void*>(__p)) _T1(__value);
^ ~~~~~~~
This reverts commit 13773b26dfb29b963ea727e1ebf7bdabdc5892b1.
Change-Id: If79f2797fe46798cbe5b39d83c9bcb1a7e87026d
Reviewed-on: https://chromium-review.googlesource.com/266643
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
13773b26
|
2015-04-20T12:53:28
|
|
Store value types for FBO attachments.
This prevents us from re-allocating FBO attachments every set.
This change requires quite a bit of refactoring.
BUG=angleproject:963
Change-Id: Iafa4e4a0f3dd66c9e7452e0e96a0cbb9753487bb
Reviewed-on: https://chromium-review.googlesource.com/263489
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
5160ec11
|
2015-04-14T08:13:48
|
|
Squash the attachment types.
We can store all relevant information in the base class, which
lets us avoid using any virtual methods. This will finally let
us avoid using reallocations on FBO attachment sets.
BUG=angleproject:963
Change-Id: Ib4b61da14efaf843478b059499c01e34f9c65e4f
Reviewed-on: https://chromium-review.googlesource.com/263488
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
79481d65
|
2015-04-14T08:13:47
|
|
Add FramebufferAttachmentObject base class.
This lets us share objects (Textures/RBs/Surface) in the attachment
class. It will let us squash the attachment classes into one type,
which will in turn let us store them by-value, instead of by-pointer.
BUG=angleproject:963
Change-Id: Ia9a43dbc3b99475c00f6bc2ed5475deef55addc3
Reviewed-on: https://chromium-review.googlesource.com/263487
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
8cf4a39b
|
2015-04-02T11:36:04
|
|
Return a ref for FBO attachment image indexes.
This cleans up the syntax somewhat. Also place some more of the
helper methods in the header.
BUG=angleproject:963
Change-Id: I62419095a7b65486f54d74791027594e8e595e48
Reviewed-on: https://chromium-review.googlesource.com/263629
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
7936a6d3
|
2015-04-02T13:52:34
|
|
Move the texture index to attachment base.
This will let us squash the attachment types in a follow-up patch.
BUG=angleproject:963
Change-Id: I1efb2e41aa08766189499995b3150aec6fd61c4e
Reviewed-on: https://chromium-review.googlesource.com/263486
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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f813eb46
|
2015-04-02T17:15:34
|
|
Revert "Revert "Move resource storage to attachment base.""
Fix in https://chromium-review.googlesource.com/#/c/263730/
This reverts commit 0d91328b99d2a8b2c3bfe45d64faad3e7907637c.
Change-Id: Ibab792001798eff94652345b7c12fb9a42cddb55
Reviewed-on: https://chromium-review.googlesource.com/263740
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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0d91328b
|
2015-04-02T16:44:20
|
|
Revert "Move resource storage to attachment base."
Giving compile errors on Clang/OSX.
http://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Mac%20Builder%20%28dbg%29/builds/30008
This reverts commit 7f67b030a8ae26e3ff54f6d33c655fc69c0b9fdb.
Change-Id: I5fb7d237c99ca9f2a8d50538f86dfc334d56ddd9
Reviewed-on: https://chromium-review.googlesource.com/263722
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
7f67b030
|
2015-04-02T11:36:02
|
|
Move resource storage to attachment base.
We can use GetAs() to retrieve the corresponding API object.
BUG=angleproject:963
Change-Id: I472e13664e45f9f05621dea3d28135d4e833fb3d
Reviewed-on: https://chromium-review.googlesource.com/263485
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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4ef3c241
|
2015-04-02T11:36:01
|
|
Remove DefaultAttachment.
This class is no longer necessary or used.
BUG=angleproject:963
Change-Id: I5e6fa64822e637e1cc769be6fe777fa6e13a0d83
Reviewed-on: https://chromium-review.googlesource.com/263484
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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c46f45d9
|
2015-03-31T13:20:55
|
|
Refactor DefaultAttachments.
Instead of using an Impl type for default attachments, store the
egl::Surface pointer where possible.
BUG=angleproject:963
Change-Id: I3e34849e8b1ccae0c91a79617ec6f64aaaab6b10
Reviewed-on: https://chromium-review.googlesource.com/263483
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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811b6352
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2015-02-09T10:17:09
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Add a script to generate a new Renderer.
Also refactor our current Impl headers slightly to facilitate
parsing by the generation script.
BUG=angle:905
Change-Id: Ib86cff71d18e7f911cf526b27b8a82757bacd738
Reviewed-on: https://chromium-review.googlesource.com/245497
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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c2e75afa
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2015-01-05T14:26:24
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Rename RenderTarget to RenderTargetD3D and move it into the d3d folder.
BUG=angle:681
Change-Id: I1946e01ce09d99405c318723c254fe300cc5ac53
Reviewed-on: https://chromium-review.googlesource.com/238471
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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691e58cd
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2014-12-19T17:03:25
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Merge all gl::Texture* classes.
The validation for sampler completeness had a lot of duplicated code.
The special cases have been merged into the base class by checking mTarget.
BUG=angle:681
Change-Id: I11d94c1432f8fc70a1edaaf8228bbc43c3c8fff3
Reviewed-on: https://chromium-review.googlesource.com/236932
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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a9be0dc6
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2014-12-17T12:34:40
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Refactor Texture to track image information for size and format queries.
BUG=angle:681
Change-Id: Ifb3f52d6348e4479181e66f1c39578f49e9dcf76
Reviewed-on: https://chromium-review.googlesource.com/235613
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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d8a2258c
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2014-12-17T15:28:23
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Remove all uses of "actual" formats.
BUG=angle:861
Change-Id: I7cd2d1a56772fdf18bcf926456399322d13e7a4f
Reviewed-on: https://chromium-review.googlesource.com/236305
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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4f4207f7
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2014-12-01T10:07:56
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Make some FramebufferAttachment methods const.
BUG=angle:841
Change-Id: I4670e417c1976ebd2198ea4c8927a00fff7bb15c
Reviewed-on: https://chromium-review.googlesource.com/232380
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2b5420c0
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2014-11-19T14:20:15
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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>
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