|
776c6015
|
2021-02-26T00:00:57
|
|
Vulkan: Call glslang at compile time
With this change, the ANGLE translator immediately compiles the
generated GLSL into SPIR-V with glslang and discards the source. This
is in preparation for generating SPIR-V directly, by making the frontend
and backend already able to digest it.
This change also allows the expensive glslang calls to be parallelized,
improving the following perf test by about 20%:
LinkProgramBenchmark.Run/vulkan_compile_and_link_multi_thread
Previously, the test was run as such in the Vulkan backend:
Main Thread 1 Thread 2
Compile1 --->
Compile2 --------------------->
Translator Translator
<---
<---------------------
Link
glslang
for
shader1
glslang
for
shader2
Done
With this change, it is run as such:
Main Thread 1 Thread 2
Compile1 --->
Compile2 --------------------->
Translator Translator
glslang glslang
<---
<---------------------
Link
Done
glslang_wrapper_utils no longer interacts with glslang! A rename will
follow.
Bug: angleproject:4889
Change-Id: If4303e8ba0ba43b1a2f47f8c0a9133d0bee1a19a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2721195
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
c7c38731
|
2021-03-04T15:04:07
|
|
Vulkan: Move SpirvBlob definition to common/
For use by the translator.
Bug: angleproject:4889
Change-Id: Ie95cafd3cfcdde50acc5d26d3c00e6574186a805
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2737276
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
77637f2d
|
2021-02-19T15:18:52
|
|
Vulkan: Generate xfb support code in SPIR-V for emulation path
This change moves the code generation at link time from source code to
SPIR-V. As a result, transform feedback extension and emulation paths
are more similarly handled before SPIR-V transformation (they both store
information identically in the ShaderInterfaceVariableInfoMap).
This change gets rid of the @@ XFB-OUT @@ marker. With no source code
generation at link time, shader compilation can be moved to
glCompileShader time.
Bug: angleproject:4888
Change-Id: I8cdb89c22b57ce48cf5d226b8e41622d9d550d46
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2713269
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
093250e0
|
2020-12-23T12:07:46
|
|
Vulkan: Make shader variable info maps a class.
Instead of using a map type directly we abstract the info maps into an
encapsulated class. We can enforce a specific API set instead of using
the same API as the map class. This also cleans up a few of the APIs
related to these maps.
This change will allow future changes to the way the variables are
stored in the class without drastically changing the interface.
Bug: angleproject:3572
Bug: angleproject:4524
Change-Id: Ic1a63e1776c39f49b895a1274bae8282d7a6b9b5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2600080
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
01e8b675
|
2020-11-27T17:24:11
|
|
Fix ordering of stages in gl::ShaderType
When iterating over a bitset of stages, they are now processed in the
same order as the rendering pipeline.
Bug: angleproject:5405
Change-Id: If9e0f24be047b060f759e0e1db622a91e24e9646
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2564008
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
fa616931
|
2020-09-03T14:58:03
|
|
Mark uniform samplers in an array unused per element
https://bugs.webkit.org/show_bug.cgi?id=215630
Fix an issue with the OpenGL backend where entire arrays of
uniforms would be marked as unused if a single element was
reported as unused by the driver.
Bug: angleproject:5006
Change-Id: I9bbb75a5f113472393e8d9f1fb60a7865aa9529a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2486540
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
|
|
9ff58e26
|
2020-09-27T15:27:12
|
|
Metal: Implement sampler object & shadow compare mode
Note: GL_TEXTURE_COMPARE_MODE=GL_NONE is not supported on shadow sampler
for now.
Bug: angleproject:2634
Change-Id: I470bad6322e78ef1408e4334e1e778821df7cbf1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433332
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
6136cbcb
|
2020-09-23T21:31:05
|
|
Metal: Implement transform feedback
- XFB is currently emulated by writing to storage buffers.
- Metal doesn't allow vertex shader to both write to storage buffers and
to stage output (i.e clip position). So if GL_RASTERIZER_DISCARD is
NOT enabled, the draw with XFB enabled will have 2 passes:
+ First pass: vertex shader writes to XFB buffers + not write to stage
output + disable rasterizer.
+ Second pass: vertex shader writes to stage output (i.e.
[[position]]) + enable rasterizer. If GL_RASTERIZER_DISCARD is
enabled, the second pass is omitted.
+ This effectively executes the same vertex shader twice. TODO:
possible improvement is writing vertex outputs to buffer in first
pass then re-use that buffer as input for second pass which has a
passthrough vertex shader.
- If GL_RASTERIZER_DISCARD is enabled, and XFB is enabled:
+ Only first pass above will be executed, and the render pass will use
an empty 1x1 texture attachment since rasterization is not needed.
- If GL_RASTERIZER_DISCARD is enabled, but XFB is NOT enabled:
+ we still enable Metal rasterizer.
+ but vertex shader must emulate the discard by writing gl_Position =
(-3, -3, -3, 1). This effectively moves the vertex out of clip
space's visible area.
+ This is because GLSL still allows vertex shader to write to stage
output when rasterizer is disabled. However, Metal doesn't allow
that. In Metal, if rasterizer is disabled, then vertex shader must
not write to stage output.
- See src/libANGLE/renderer/metal/doc/TransformFeedback.md for more
details.
Bug: angleproject:2634
Change-Id: I6c700e031052560326b7f660ee7597202d38e6aa
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408594
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
1677cf14
|
2020-09-13T20:14:59
|
|
Metal: Implement Uniform buffers
Uniform buffer is implemented in two forms:
- If number of ubo used in shader program is low, each buffer will use
one discrete Metal buffer slot.
- If number of ubo used is large, they will be embedded into one Metal
argument buffer. Argument buffer is similar to Vulkan descriptor set.
This is due to limit of number of Metal's discrete buffer slots which
is only 31 and over half of them are already used by vertex
attributes, default uniforms, driver uniforms, etc. The downside is
that whenever a buffer binding is changed, the argument buffer must be
updated also.
Added empty TransformFeedbackMtl implementation to enable ES3 context
creation on Metal.
Bug: angleproject:2634
Change-Id: I69325696fac735cb45ab88ab55468c0991abc317
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408593
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
c5b5cf6c
|
2020-09-10T16:58:18
|
|
Refactor to pass ProgramMergedVaryings to link impl
Follow-on CL needs the ProgramMergedVaryings in the Vulkan backend to
generate valid SPIRV.
Bug: angleproject:3078
Change-Id: Ic442a3e0bd713fec36bd6b9420f67f3b1118e5ad
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2404336
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
|
|
9277ee74
|
2020-07-06T12:40:58
|
|
Metal: Implement MSAA default framebuffer.
GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask
writing logic to fragment shader.
New test added: MultisampleTest.ContentPresevedAfterInterruption.
- Skip on D3D11 (Bug: angleproject:4609)
Bug: angleproject:2634
Change-Id: Ib44daf0baccc36ea320596d81713156047da059c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
113c5e29
|
2020-05-11T22:49:03
|
|
Metal: deferred render command encoder creation.
MTLRenderCommandEncoder creation will be deferred until a render pass
ends.
Commands will be stored into a back-end owned buffer during render pass.
At the end of the render pass, those commands will be re-encoded into an
actual MTLRenderCommandEncoder.
Benefits:
- Useful for future implementation of occlusion query buffer where it
could be allocated right before the end of a render pass to be big
enough to store all queries within the render pass.
- It's possible to change load option (deferred clear) as long as there
is no draw call issued yet. This is not implemented yet.
- Possibility of commands' re-ordering.
Bug: angleproject:2634
Change-Id: I1348716aa882c0540d9120bf175d8dac13fb58bd
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193196
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
5e13757b
|
2020-05-11T00:50:00
|
|
Metal: Fix array of structs containing array of samplers bug.
Previously ProgramMtl could try to bind fixed slots to samplers based on
layout (set=..., binding=...). However, GLSL layout model is different
from Metal slots assignment. For example, The following is valid layout
in GLSL:
- array samplers A[2] is bound to index 0.
- array samplers B[2] is bound to index 1.
It is invalid to do so in Metal, since A occupies 2 slots, thus samplers
B[2] must be bound to slots starting from 2.
New binding method: let spirv-cross auto assigns the texture slots and
retrieve them after compilation.
Incomplete textures moved to ContextMtl using IncompleteTextureSet.
New test added: GLSLTest.ArrayOfStructContainingArrayOfSamplers.
Bug: angleproject:2634
Change-Id: Ib0edaaf8b20512e1272c37c1d4b16a88a5b35e75
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193193
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
d10ba166
|
2020-05-19T18:00:38
|
|
Rename ProgramState::getProgramExecutable() to getExecutable()
The "Program" part of ProgramState::getProgramExecutable() is already
implied by being part of a ProgramState, so it can be removed.
Bug: angleproject:3570
Change-Id: I35ffb2af81196fa7f189f7d3a37158f5f1951141
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2209317
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
913f4f42
|
2020-04-15T00:54:37
|
|
Vulkan: Support VS, FS, and CS in the same PPO
This CL adds support for a Program Pipeline Object to have a VS, FS,
and CS attached to the same PPO and then using that PPO for both draw
and dispatch calls.
Bug: angleproject:3570
Test: KHR-GLES31.core.compute_shader.sso*
Change-Id: I262cdbdfd442f6db5ba2b45d1308003102b237cb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2150078
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
|
|
85c076ee
|
2020-02-20T17:54:35
|
|
Vulkan: Make mVariableInfoMap a gl::ShaderMap<>
The ShaderInterfaceVariableInfoMap information is specific to each
shader stage, since the locations are determined for each shader stage.
This change makes mVariableInfoMap a gl::ShaderMap<> to handle this,
which will make it easier to compile separable programs, determine the
variable locations, and transform the SPIR-V.
Bug: angleproject:3570
Change-Id: I28b71a37efe54bbcfe1dcd445fa03ee71e74f0a6
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2062741
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
|
|
b91d2630
|
2020-03-24T13:17:58
|
|
Speculative fix for assertion failure with samplers.
This was crashing for example here:
https://chromium-swarm.appspot.com/task?id=4b174a9710848410
https://chromium-swarm.appspot.com/task?id=4b214baec2ee7e10
With this stack:
libglesv2!gl::TextureState::isBoundAsSamplerTexture
libglesv2!gl::Texture::onUnbindAsSamplerTexture
libglesv2!gl::State::unsetActiveTexture+0x9
libglesv2!gl::State::updateActiveTextureState+0x2d2
libglesv2!gl::State::updateActiveTexture+0x3aa
libglesv2!gl::State::setSamplerTexture+0x4a1
libglesv2!gl::Context::bindTexture+0x1ab
libglesv2!gl::BindTexture+0x99
chrome!GrGLFunction+0x1f
chrome!GrGLGpu::bindTexture+0x1a0
chrome!GrGLProgram::bindTextures+0x1b9
chrome!GrGLOpsRenderPass::onBindTextures+0x50
chrome!GrOpsRenderPass::bindTextures+0x106
chrome!GrOpFlushState::bindTextures+0xf
chrome!`anonymous namespace'::FillRectOp::onExecute+0xd3
It's unclear how we could end up with a Texture bound that doesn't go
through the normal setter functions. I did see a potential hole where
textures might not get an unbind call when a Context is torn down. This
could lead to bugs in multi-context situations.
This protects the set/unset functions in a helper class to ensure we
always call onBind/onUnbind and forces the destructor to call unbind.
Bug: angleproject:4490
Change-Id: Ied64e02bbe3a37efcab6cbdd4bf2d1b6dcb8b3ac
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2118254
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
07467b4a
|
2020-03-20T10:40:56
|
|
Remove GL_CHROMIUM_path_rendering
Bug: chromium:1063193
Bug: angleproject:4270
Change-Id: I35b24b7d8d892181955e49dd2495655bc57cb0df
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2112275
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
e5385ea9
|
2020-01-27T13:40:18
|
|
Vulkan: Compile shaders at link time
Since line raster emulation was changed to use specialization constants,
it has been possible to compile shaders at link time. However, program
pipeline objects would have required keeping the shader sources around
for recompilation. Now that all necessary decorations are modified
directly in SPIR-V, it's possible to compile the shaders at link time
and forget about their sources. Program pipeline objects then simply
"reconfigure" the generated SPIR-V.
A next step could be to also create the Vulkan pipeline object at link
time. A number of failures due to gaps in CTS testing prevent that work
currently. In particular, in some situations the generated SPIR-V is
not per spec, for example it may contain vertex attributes with aliasing
locations, or have transform feedback capture of array elements
misconfigured.
Bug: angleproject:3394
Bug: angleproject:4253
Change-Id: I54c0884cf056b511a4a306225cc6ed2cef84d257
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2023186
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
71e6afb1
|
2020-01-14T14:12:31
|
|
Vulkan: Set set/binding in SPIR-V
This change introduces a SPIR-V transformer that modifies shader
interface variable decorations directly in SPIR-V instead of
manipulating the input GLSL. Currently, descriptor set and binding
indices are set by the transformer.
The shader translator outputs arbitrary set and binding indices. Once
compiled by glslang, the SPIR-V transformer modifies these decorations.
The ultimate goal is to be able to modify the SPIR-V again when program
pipeline objects decide a different set/binding is necessary.
Bug: angleproject:3394
Change-Id: If358265a72bf1fe9f5676562b39a632cb2e05dc4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2001477
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
135f8fcb
|
2020-01-13T16:18:41
|
|
Vulkan: Remove inactive uniforms in the translator
By removing inactive uniforms in the translator, glslang wrapper doesn't
need to comment them out. Additionally, inactive uniforms don't find
their way in the default uniform block, reducing its size if there's a
mix of active and inactive uniforms.
As collateral, it also fixes a bug where inactive uniforms of struct
type were not correctly removed by glslang wrapper.
Bug: angleproject:3394
Bug: angleproject:4211
Bug: angleproject:4248
Change-Id: I874747070e875fe24bf59d39d1322e319e280a16
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1999278
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b36e46ab
|
2020-01-08T15:49:18
|
|
Vulkan: Line raster emulation through specialization constant
In preparation for compiling shaders early at link time, this change
reworks line raster emulation such that it uses specialization constants
instead of a preprocessor condition. This means drawing both triangles
and lines with this program will still result in a one-time shader
compilation.
The compilation is still done at draw time in this change.
Bug: angleproject:3394
Change-Id: I0bf91398868d7f7147456533b728906b505192b2
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1992365
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
|
53e45360
|
2019-11-09T17:26:58
|
|
Metal: support texture's incomplete image definitions.
glTexImage*, glCopyImage* will copy data to the image at the respective
index, then during draw call, the image data will be transferred to
real Metal texture.
Test done: MipmapTest.DefineValidExtraLevelAndUseItLater
For implementation notes, see
src/libANGLE/renderer/metal/doc/TextureDataCompleteness.md
Bug: angleproject:2634
Change-Id: I0ca24c8beff2e109a794260c436985e9f4650d83
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1906609
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a5a04ac0
|
2019-10-29T22:57:55
|
|
Metal backend pt3: shader translator
Implementation of GLSL to MSL translator
Bug: angleproject:2634
Change-Id: I66e2374b461548fac46163ea79790a488515e6b0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1887251
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
fe26bae4
|
2019-10-29T18:38:53
|
|
Metal backend implementation pt 2
This is without Metal specific shader translator implemented yet.
Bug: angleproject:2634
Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d200a77a
|
2019-10-10T00:44:01
|
|
Metal backend skeleton implementation.
Bug: angleproject:2634
Change-Id: I34be82f4a80a6851fecb53a51e069b134d82613a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1849079
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|