src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp


Log

Author Commit Date CI Message
Jeff Gilbert 31d3deb4 2018-05-18T18:32:16 Add `formatType` arg to computeSkipBytes. Fix texture upload format tests: - Format tests should definitely run on ES3 also. - Also set filters to NEAREST since some formats aren't filterable. - Fix RGB9_E5 test reference encoding and add a test for it. - True int/uint textures require i/usamplers. Bug: angleproject:2576 Change-Id: Ia5bac34cdee6554a88db339de443689a71a0cf70 Reviewed-on: https://chromium-review.googlesource.com/1068142 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill ec0a7028 2018-04-10T17:24:32 D3D11: Add more debug names. Bug: None Change-Id: Iedf69564f465ad1a48fd5cebfe384ace6787a720 Reviewed-on: https://chromium-review.googlesource.com/1006050 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Geoff Lang 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>
Geoff Lang f81d17c2 2018-02-02T15:10:37 D3D11: Downsample when copying to emulated 16-bit texture formats. BUG=angleproject:2313 Change-Id: Ic1e679164d82f3024bb6842c9af2716aa10feb76 Reviewed-on: https://chromium-review.googlesource.com/900042 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 08a8ec88 2017-12-27T13:31:11 ES31: Support bindImageTexture on Texture3D/Texture2DArray/TextureCube for compute shaders on D3D BUG=angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I075296ac3b6796a334929699c16f2399d7915e51 Reviewed-on: https://chromium-review.googlesource.com/844063 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao 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>
Jeff Gilbert 3dddccff 2017-11-14T16:44:36 Support RGB gl-tex-external stream consumers for StreamProducerNV12. This makes it relatively simple to sample from a D3D11Texture of arbitrary format. From: https://bugzilla.mozilla.org/show_bug.cgi?id=1322746 BUG=angleproject:2233 TEST=angle_end2end_tests Change-Id: I10cd3043b5cb0c5d36dd613467ba6c0ceadf41af Reviewed-on: https://chromium-review.googlesource.com/758042 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Geoff Lang 92019431 2017-11-20T13:09:34 Make conversion from GL types to native bools consistant. Some places would compare with "== GL_TRUE" and others with "!= GL_FALSE". This behaviour is not in the OpenGL spec but "!= GL_FALSE" is the most standard and follows the same rules as C and C++. Remove un-necessary validation that params are either GL_TRUE or GL_FALSE. Update some internal storage from GLboolean to bool. BUG=angleproject:2258 Change-Id: I12adbe2d24318a206521ca6ad1099ee7e2bf677e Reviewed-on: https://chromium-review.googlesource.com/779799 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang f7480ad2 2017-10-24T11:46:02 D3D11 FL 10: Create cubemap SRVs as cube maps instead of 2D arrays. The creation of these SRVs would fail and spew D3D11 runtime errors. BUG=angleproject:2171 Change-Id: I80b6390822f74128b3443db7b6d48c4d318ec34d Reviewed-on: https://chromium-review.googlesource.com/735745 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jamie Madill 1f9d6843 2017-09-21T11:01:44 StateManager11: Defer RenderTarget invalidation to draw. Although this adds a boolean check (and state flag maintenance) cost to each draw call, it makes ANGLE's internal life a lot simpler because it doesn't have to process a framebuffer change until the draw call. It turns out there are a few dependent checks of the Framebuffer that aren't always easy to do. In one test, Context destruction was triggering RenderTarget invalidation, after the Context had already freed the Framebuffer manager. This also fixes the problem in feature level 9_3 with framebuffer invalidation affecting the internal dirty bit set. (Note that it still dirties the Framebuffer for the next frame). BUG=chromium:767279 BUG=angleproject:2151 Change-Id: I74d61bddf9926004a04f712a9f9eb1205d5df0e1 Reviewed-on: https://chromium-review.googlesource.com/676657 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill ea84f6ff 2017-09-20T13:20:30 Pass Context to Framebuffer11 dirty callback. This allows us to call StateManager11::invalidateRenderTarget from the Framebuffer11::signal function, which will then trigger state refresh on the next draw call. This requires passing Context through a few more Renderbuffer methods, and reorganizing the RenderTarget signalling so that it doesn't signal dirty in the destructor. Instead they are signaled as they are destroyed in the containing classes. BUG=angleproject:2151 Change-Id: I4cf575e4a01b48275ff78d75bc55b2d1fced591d Reviewed-on: https://chromium-review.googlesource.com/673139 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 8ec383e6 2017-09-20T13:20:29 Use array template aliases in TextureStorage11. This cleans up some of the iteration logic. BUG=angleproject:2151 Change-Id: I8d80a8d732ee808babbb4859290b648b4fa67b4d Reviewed-on: https://chromium-review.googlesource.com/673138 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 136a2742 2017-09-20T12:29:44 TextureStorage11: Use unique_ptr for RenderTargets. This ensures they are auto-freed when the Storage is destroyed. Also remove the 'delete this' design pattern. BUG=angleproject:2151 Change-Id: I784b94c7125a1bbc15f5d6ae90e55317e199faa6 Reviewed-on: https://chromium-review.googlesource.com/673137 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Jamie Madill 71c88b31 2017-09-14T22:20:29 Enable [[nodiscard]] for gl::Error. This forces all return values to be checked for gl::Error. Requires quite a bit of minor refactoring. I also added a macro to swallow an error without returning from a function. We could look at storing the errors in the Context at some point, since almost always when we're generating errors that we need to discard we have access to the Context as a parameter. BUG=angleproject:2150 Change-Id: I457e48a30c002eda0993acbcd3180ba87bf169fb Reviewed-on: https://chromium-review.googlesource.com/665173 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
JiangYizhou 5b03f475 2017-01-09T10:22:53 ES31: Implement getMultisamplefv for D3D part. Implement getMultisamplefv for d3d part.Because standard D3D sample positions from https://msdn.microsoft.com/en-us/library/windows/ desktop/ff476218.aspx are fixed sample pattern,we put the sample positions into a constant array in renderer11_utils.cpp with a function to query it. BUG=angleproject:1590 TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position Change-Id: I6e6006ed1c4e22fe006522e9ffd3297247bee75e Reviewed-on: https://chromium-review.googlesource.com/594970 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill eb335950 2017-09-09T23:32:49 D3D11: Only update swizzles after a state change. Triggers the swizzle update whenever a new texture is bound, or when a subImage call triggers a swizzle cache update. BUG=angleproject:1387 Change-Id: Ia2a82126a621d8a643f715ea7e4a9c35b97e0a18 Reviewed-on: https://chromium-review.googlesource.com/648729 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill ad6e2b6a 2017-09-03T16:28:29 D3D11: Fix memory allocation in markLevelDirty. This would drastically slow down some framebuffer updates. BUG=angleproject:1155 Change-Id: Ibff428c49bd5127a101bce46cc1df355f4542ccf Reviewed-on: https://chromium-review.googlesource.com/649986 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Martin Radev 18b75bad 2017-08-15T15:50:40 D3D11: Handle Clear* commands for layered framebuffers According to the ANGLE_multiview spec, Clear* commands only affect the range of attached layers to the multi-view layered framebuffer. The patch extends ImageIndex so that the range of attached layers is tracked and a render target view can be created with that range of texture array slices attached. The special case of scissored clears for depth and stencil attachments is handled by instancing the same number of quads as there are views and selecting the layer within a geometry shader. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Ibea248b980513f83d918652030a72c62c7ecd88b Reviewed-on: https://chromium-review.googlesource.com/632256 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 200e2d23 2017-08-14T13:19:54 D3D11: Force level zero render target in FL 9.3. Since 9.3 doesn't support non-zero level render targets, we should always be getting the level zero render target. Previously the code would never try creating a render target when level zero mode was not enabled, but this can break if we refactor the code. Fixes a bug in a future patch which creates the storage as a render target instead of as a non-renderable texture first. BUG=angleproject:2107 Change-Id: Ib2732a35e586bc4956d07783325429e8edeb0c66 Reviewed-on: https://chromium-review.googlesource.com/614120 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9c335865 2017-07-18T11:51:38 Refactor StateManager11 for dirty bits. This will make iterating over an internal set of dirty bits simpler. This also reorganizes the framebuffer invalidation logic a bit, including how the sample count is pulled from the Framebuffer. BUG=angleproject:1156 Change-Id: I79dbcd11704ab52568c587d836af9c1bff1d2d1f Reviewed-on: https://chromium-review.googlesource.com/529708 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
JiangYizhou 34bc315d 2017-03-29T14:56:01 ES31: Implement multisampled Textures for D3D part. Implement TexStorage2DMultisample api for d3d part. BUG=angleproject:1590 TEST=angle_end2end_tests --gtest_filter=TextureMultisampleTest* TEST=angle_deqp_gles31_tests --deqp-case=dEQP-GLES31.functional.texture.multisample.negative.fbo_* Change-Id: Icbfba45b9c2965af02b54dd4060b7b49970cb74b Reviewed-on: https://chromium-review.googlesource.com/457161 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill da066657 2017-06-21T11:33:48 Fix invalid storage recovery on FL 9_3. This problem was uncovered when I inadvertently changed TextureD3D to delete its storage before its images. Small mips of compressed textures must use a nullptr argument to CopySubResource, otherwise the runtime complains about un-aligned sizes. Also change the class to delete the Images before the Storage again so we don't wastefully recover the images before deleting them. Also change the Image pointers to use std::array and std::unique_ptr. BUG=angleproject:1156 BUG=angleproject:2077 Change-Id: Idb2e53835b7a9b973285ff0781f70b25f05c77aa Reviewed-on: https://chromium-review.googlesource.com/543438 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill fe54834f 2017-06-19T11:13:24 Proliferate gl::Context. This enables a few small things: it will enable making the platform a property of the Display rather than a global. The same goes for the global logging annotator. Also it ensures all back-end implementations have access to the GL / EGL state when available. Also introduces a smart pointer helper class to angleutils for objects that prefer to be destroyed with a context (gl::Context/egl::Display) parameter. We were using std::unique_ptr in a few places that would not work well with these objects. BUG=angleproject:1156 Change-Id: I59e288a3d6f766ff8a0f4b48ff3a1fbf7489daba Reviewed-on: https://chromium-review.googlesource.com/529706 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Yuly Novikov c4d18aac 2017-03-09T18:45:02 Use ErrorStream everywhere Eliminates one more usage of FormatString and its static initializer. Add more ErrorStream types and replace gl::Error and egl::Error with them. BUG=angleproject:1644 Change-Id: Ib498d0ae4b81a332ec71aed7cf709993b154e6bb Reviewed-on: https://chromium-review.googlesource.com/505429 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0a82f2fa 2017-05-30T15:42:00 D3D11: Don't copy SharedSRVs around. This was causing a very large performance regression in Texture re-binding. Instead pass by const &, which should be fine, since values in std::map (and unordered_map) are not reallocated when the map changes. Also make the SharedResource type non-copyable, and add an explicit makeCopy method for when we need to clone the shared pointer. BUG=angleproject:2034 BUG=chromium:727318 Change-Id: I39508a6ca4b41e4da31fe68899caa4464138cada Reviewed-on: https://chromium-review.googlesource.com/517670 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 2c479d6e 2017-05-24T14:37:22 D3D11: Use TextureHelper11 everywhere. This consolidates all texture allocation into ResourceManager11. It removes a lot of error checking and resource management code. In a few places we're storing some redundant information, like in TextureStorage11, we might store the Format pointer in two places, or the Texture's size. BUG=angleproject:2034 Change-Id: I9369e76925a67632c444c662e5667c5ed7875547 Reviewed-on: https://chromium-review.googlesource.com/503252 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 4f0e003e 2017-05-01T16:04:35 Implement the new formats/features of the ES3 CHROMIUM_copy_texture. Some non-renderable texture formats remain unimplemented. BUG=angleproject:1932 Change-Id: Id206432d6e26a70fc0e84478a4e43e9eefadcf2f Reviewed-on: https://chromium-review.googlesource.com/491948 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e0e009fe 2017-05-19T14:13:03 D3D11: Consolidate SRV allocation. This change also moves all SRV storage to use the custom smart pointer classes in ResourceManager11. Every single SRV is now allocated in ResourceManager11. For TextureStorage11 and RenderTarget11, we use a shared pointer type since the SRVs use shared ownership by both classes. BUG=angleproject:2034 Change-Id: I90666fbbbc23ff10870b7401f3da09ef79258136 Reviewed-on: https://chromium-review.googlesource.com/503250 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 764a1e76 2017-05-18T11:11:47 D3D11: Consolidate DSV allocation. This uses the new classes introduced in ResourceManager11. Smart pointers mean we can use ANGLE_TRY in more places, and don't need to manually release these views. There is now a single point in the D3D11 back-end where depth stencil views are allocated. BUG=angleproject:2034 Change-Id: If0de2529ece1298e8babf24c07cc4be9849cc4de Reviewed-on: https://chromium-review.googlesource.com/503249 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 403c1682 2017-05-18T11:11:46 D3D11: Add resource manager classes. The resource manager tracks the allocations and deallocations of all D3D11 resources that have device memory: Buffers and Textures (which are either 2D or 3D). It also tracks the number of active Views (DSV, RTV, and SRV, potentially UAV with ES 3.1). A new smart pointer type will wrap the resource deallocation so that the object notifies the manager when ANGLE is done with the resouce. This allows us to track precisely how much GPU memory we think we're using at any point, and will help prevent resource leaks for these object types. It also makes initialization and releasing much more trivial. The base class for a resource uses a template template parameter so that we can use a unique or shared pointer depending on if the object in question needs unique or shared ownership. For some resources (in our case, SRVs are shared between the TextureStorage11 and RenderTarget11 classes, and Textures are shared in many places) we need to have the ability to have shared ownership. Unique ownership is a little bit more efficient so supporting both can be helpful. In this patch RenderTargetView allocation is moved to use the unique smart pointer. BUG=angleproject:2034 Change-Id: Idb1245c24cd66733b8b5ca524c727350b2d2c745 Reviewed-on: https://chromium-review.googlesource.com/503248 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jiajia Qin f6b986c8 2017-04-18T14:52:31 Refactor TextureStorage11 The CL includes below changes: 1. Change bool isAssociatedImageValid to void verifyAssociatedImageValid since we always required that the validation check should never be false. So ASSERT() is enough. Same to Image11::isAssociatedStorageValid->Image11::verifyAssociatedStorageValid. 2. Remove the unnecessary if checking after ASSERT 3. Use override instead of virtual if the function is virtual and is overriding a virtual function from the base class. BUG=angleproject:2006 Change-Id: I036666ae1ed4bfcaa8cef9e0e9626d375cd81a27 Reviewed-on: https://chromium-review.googlesource.com/480015 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang ca27139e 2017-04-05T12:30:00 Key the format tables on internal format and type. Keying the format tables on internal format alone is not enough to fully validate the unsized formats which require additional type information. This CL has no functional changes, it just splits the tables and updates the calls to GetInternalFormat info to provide type information when the format is not sized. BUG=angleproject:1523 BUG=angleproject:1958 BUG=angleproject:1228 Change-Id: I37e5201e7f54fa8eca01b8a6e64b11a6b94484e7 Reviewed-on: https://chromium-review.googlesource.com/468449 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9f9b1d2d 2017-03-06T18:25:22 Make ScratchBuffer its own type. This helper tool in Renderer11 can be useful in other back-ends, or even in the front end. BUG=angleproject:1635 Change-Id: I18ec19a891a9bdfa7b80dea1b8e308abf206906b Reviewed-on: https://chromium-review.googlesource.com/450919 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill fd3dd436 2017-02-02T19:59:59 WebGL: Add 3D tex copying feedback loop detection. When copying to and from the same texture, we need to reject only the feedback loops formed with the same levels of the texture - copying between different unrelated layers and levels is fine. This change also fixes a couple bugs in our D3D11 CopyTexSubImage3D implementation. We were missing some "!" operators, and we actually would hit an ASSERT when trying to blit from a level of a 3D texture. BUG=angleproject:1685 Change-Id: Id715bebafe8336cf8bb95d0d06275a8b95e522e1 Reviewed-on: https://chromium-review.googlesource.com/425494 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Yuly Novikov d73f852f 2017-01-13T17:48:57 Reland "Replace gl::trace logging with Chromium style logging" Removing one usage of FormatString() and its static buffer. And preparation for Platform logging. Fix incorrect enabling of ERR() calls in UNIMPLEMENTED() and UNREACHABLE(), resulting in increased code size and <iostream> adding 5 static initializers to chrome because of cerr referenced in statically linked translator. BUG=angleproject:1660 Change-Id: I7caa18036118d532e0544f75278602559172ae04 Reviewed-on: https://chromium-review.googlesource.com/431457 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6a6b09c9 2017-01-12T21:52:29 Revert "Replace gl::trace logging with Chromium style logging" Failing Chromium static initializers check: FAILED linux-release-64/sizes/chrome-si/initializers: actual 8, expected 7, better lower Possibly due to the static initializer for std::array for the log severity types. We should change it to POD. BUG=angleproject:1660 This reverts commit afcc41cee4ff63e7f6c9e60e55fc061adbba7dd4. Change-Id: Ifb362a4af78542608397c7a0b19e6afe076f2cf3 Reviewed-on: https://chromium-review.googlesource.com/427235 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yuly Novikov afcc41ce 2016-12-13T12:59:39 Replace gl::trace logging with Chromium style logging Removing one usage of FormatString() and its static buffer. And preparation for Platform logging. BUG=angleproject:1660 Change-Id: I58192988ad16196706fe48d0c0ab0fd1a10c0210 Reviewed-on: https://chromium-review.googlesource.com/424173 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
He Yunchao acd1898e 2017-01-04T10:46:42 Replace Error(GL_NO_ERROR) with NoError(). In order to make the errors be consistent throughout ANGLE. BUG=angleproject:1686 Change-Id: I0a2d86091d640aedeac94beae345c1fb6971b00d Reviewed-on: https://chromium-review.googlesource.com/424835 Commit-Queue: Yunchao He <yunchao.he@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 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>
Jamie Madill 60e6edfa 2016-10-31T12:17:19 Make ASSERT reference the conditional expression. This should prevent further unexpected bot breakage due to unreferenced variables in the ASSERT expression. Also remove the no longer needed variable referencing macro. BUG=angleproject:1586 Change-Id: I127695165bdfe39c51fe8d17e00daf6bf2fa8252 Reviewed-on: https://chromium-review.googlesource.com/404948 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4f57e5f9 2016-10-27T17:36:53 D3D11: Make several format tables constexpr. This should guarantee the best memory access patterns. It introduces some indirections for some format queries, but most of these should be direct array lookups, or used infrequently. We can optimize this later if necessary. BUG=angleproject:1389 Change-Id: I5e2c8c530a07798494afd3ea36b6164d7564c02c Reviewed-on: https://chromium-review.googlesource.com/403314 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 7efe747c 2016-10-07T16:12:46 D3D11: Fix style in the entire back-end. BUG=None Change-Id: I32cbcd4daa1f386654ea5e8f0a25d8635b5df731 Reviewed-on: https://chromium-review.googlesource.com/402016 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8234e7b3 2016-10-07T15:12:10 Refactor some errors into ANGLE_TRY macros. BUG=None Change-Id: I00ff2523995cb49d1af60cae62c2bba0d020eed4 Reviewed-on: https://chromium-review.googlesource.com/395569 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b7fe49db 2016-10-05T16:39:11 D3D11: Fold mipmap gen caps into the support table. This change is two-fold: first it allows us to remove the std::map for D3D11 format info, which was only being used in a single place. Secondly, it fixed the support table to use the correct 9_3 caps for texture support, determined by running the D3D11FormatTablesTest. This should reduce the number of format queries we need to run on 9_3 startup. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: I2435a47fc221e73c96337bc7c1c4ed37b527bc1f Reviewed-on: https://chromium-review.googlesource.com/392210 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e0548ad2 2016-10-06T15:55:35 D3D11: Split off DXGI component type query. This query is currently a part of a std::map. Split it off to its own switch using auto-generation based on the format string. Also introduce a DXGI-to-angle format map. This map is not totally complete because some more esoteric formats don't have corresponding ANGLE formats yet. We should add these other formats (EG NV12) if we need them. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: I49e045bdc04a52166299c9e22a4c4d3f24069dbc Reviewed-on: https://chromium-review.googlesource.com/392209 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b80a5e9c 2016-10-05T16:39:09 Store channel bits info in angle::Format. This allows us to delete some duplicated code in the D3D11-side. BUG=angleproject:1389 BUG=angleproject:1459 Change-Id: Ifdcfcd4a56e06ff2ae8f5ca0bda72281d52c2964 Reviewed-on: https://chromium-review.googlesource.com/392208 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 0e48719f 2016-10-03T16:30:38 formatutils: allow reusing rowPitch computation for depthPitch This should fix a null D3D11 backend draw call performance regression. BUG=651101 Change-Id: I2eb10cddd15f0e7b25b886c89eccd2906e988c72 Reviewed-on: https://chromium-review.googlesource.com/392227 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 886de369 2016-09-27T10:49:35 Factor code between PixelUnpackState and PixelPackState BUG=angleproject:1512 Change-Id: I4c60472d216bfc5198e635d70fd197a5738dde98 Reviewed-on: https://chromium-review.googlesource.com/390133 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 9e3d7aa0 2016-09-02T15:19:43 D3D11: Work around small mipped stencil textures. AMD has a bug with 2x2 and 1x1 mips of depth/stencil textures. Formats D24S8 and D32FS8 both seem to render black for the very small mips. We can work around this by selectively caching a copy of the texture data that only has depth information, since stencil isn't filterable in OpenGL ES. BUG=angleproject:1493 BUG=chromium:638323 Change-Id: Iebef42c4680018d9854dbe789d677823167213dd Reviewed-on: https://chromium-review.googlesource.com/380037 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill dea2777c 2016-09-02T15:09:09 D3D11: Rename TextureStorage swizzle invalidation. Since we'll also be storing a cache of depth textures as well as swizzle info, generalize the invalidation methods. BUG=angleproject:1493 BUG=chromium:638323 Change-Id: I8fef049b01c81483fcf28196866a22d5cfed32a1 Reviewed-on: https://chromium-review.googlesource.com/380036 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 5b46a680 2016-09-01T15:22:06 Clear the swizzle cache in TextureStorage11::setData. BUG=angleproject:1494 Change-Id: I67471e4b961b3d8374c2da84394ead743939c225 Reviewed-on: https://chromium-review.googlesource.com/380095 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b2e4863c 2016-08-09T18:08:03 Replace std::map with switch in load functions. BUG=angleproject:1455 Change-Id: Ica74ea5503efc0315bc4d98aa322da523a30b24c Reviewed-on: https://chromium-review.googlesource.com/367696 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 8cf70d55 2016-08-09T11:10:35 D3D11: Rename ANGLEFormatSet to Format. BUG=angleproject:1455 Change-Id: I896b3ed2d5e4ff3ad72de9a3a4b554841129e4e9 Reviewed-on: https://chromium-review.googlesource.com/367093 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c98cd326 2016-08-09T11:10:33 D3D11: Merge d3d11::TextureFormat and ANGLEFormatSet. BUG=angleproject:1455 Change-Id: I7fc2640ec9d73528feb526b4d8b89cabccda4d17 Reviewed-on: https://chromium-review.googlesource.com/367092 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9a39224b 2016-08-09T11:10:31 D3D11: Move the swizzle format set into ANGLEFormatSet. The only piece of data left in the d3d11::TextureFormat is the initializer function, which could just as easily be in the ANGLEFormatSet. BUG=angleproject:1455 Change-Id: Iee8eb84f71807575c2a46bf4fcbf283aa1b7f565 Reviewed-on: https://chromium-review.googlesource.com/367090 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 17b10a9a 2016-08-03T14:10:06 D3D11: Store more format info by-reference. This CL stores the d3d11::TextureFormat by reference in the texture storage. Adding the internalFormat to the TextureFormat allows us to store a single ref instead of three per TextureStorage11. Also store the format sets in a d3d11::TextureFormat by-ref instead of by-pointer, making the code a bit cleaner. BUG=angleproject:1455 Change-Id: I3c0e966d948c694435577d7d45dc0cd156480cdb Reviewed-on: https://chromium-review.googlesource.com/365412 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3416ff3e 2016-08-04T10:13:21 D3D: Check for error before createTextureStorageEGLImage. Previously we were just dumping any unexpected errors here. Fix this by passing in the RT explicitly in the constructor, although we still store the EGLImage pointer in case the RT changes. BUG=angleproject:1455 Change-Id: Ie4d4a07c3a7b3a5ccc0a43c4e80bfc6ee43a676b Reviewed-on: https://chromium-review.googlesource.com/365411 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 43341b7a 2016-08-03T14:10:03 D3D11: Merge FL10 and 9_3 ANGLE formats. This will let us use ANGLE formats to describe a format layout rather than a Renderer-specific usage. This in turn will let us use ANGLE formats for other Renderers, as a universal thing. BUG=angleproject:1455 Change-Id: I56492cb809d4ef6ac4b962cb12affbc853bbdaa0 Reviewed-on: https://chromium-review.googlesource.com/365269 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 97073d12 2016-04-20T10:42:34 Implement CHROMIUM_copy_texture for D3D11. BUG=angleproject:1356 Change-Id: I70246762411dbeeb3e291e317854139a68d80070 Reviewed-on: https://chromium-review.googlesource.com/339434 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 11b30612 2016-08-02T12:31:58 D3D11: Store ANGLEFormatSets instead of ANGLEFormats. This saves us looking up the FormatSet repeatedly. BUG=angleproject:1455 Change-Id: I77890c1eb427e7d087ceaf194a5001b8b03585d4 Reviewed-on: https://chromium-review.googlesource.com/359084 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a8503cef 2016-07-18T13:47:12 Re-land "GN: Enable chromium_code config instead." Using "no_chromium_code" is a bit less strict, but ANGLE should be able to handle slightly stricter warnings. Re-land with fix for Clang build. BUG=angleproject:1449 Change-Id: I8988287d630a6258f2f9ee90e7bfef5f2d5799cd Reviewed-on: https://chromium-review.googlesource.com/361331 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
John Bauman 9585a784 2016-07-08T15:12:34 Clear SRV cache on keyed mutex texture unbind from TextureStorage11_External This fixes the same issue as https://chromium-review.googlesource.com/328400, except with NV12 external storage textures. The SRV cache thinks the texture is still bound, but releasing the keyed mutex has unbound it. BUG=625900,626524 Change-Id: I991cb3eeaaea0a1c4570b88de2ba873ae868ec2a Reviewed-on: https://chromium-review.googlesource.com/359430 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: John Bauman <jbauman@chromium.org>
Jamie Madill 5733801a 2016-06-23T18:10:38 D3D11: Refactor depth/stencil blit code. Blit11 refactorings enable re-using some code for multisample resolve blits. Also some Renderer11 refactorings to use TextureHelper11 make the code more flexible for the multisample resolve, to come later. BUG=angleproject:1246 Change-Id: Id0c168cef75b0f487cb3995a906f6473989edcd5 Reviewed-on: https://chromium-review.googlesource.com/354420 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 989cac34 2016-06-08T16:18:49 Validate that unpack skip is in bounds Unpack skip needs to be taken into account when determining which part of the unpack buffer is read. This is now done in the out-of-bounds check when validating texture upload calls. Unpack skip code is removed from D3D9 backend, since skip is not supported in GLES2. BUG=angleproject:1411 TEST=angle_end2end_tests Change-Id: I0db4db0877a352613c57e2820e5b650edb5a73ab Reviewed-on: https://chromium-review.googlesource.com/352450 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 95faa233 2016-06-07T14:01:53 Do not apply UNPACK_SKIP_IMAGES for 2D textures on D3D Resubmitted with test skip added for Intel OpenGL. GLES 3.0.4 section 3.8.3: "For the purposes of decoding the texture image, TexImage2D is equivalent to calling TexImage3D with corresponding arguments and depth of 1, except that UNPACK_SKIP_IMAGES is ignored." An "applySkipImages" boolean parameter is added to the functions in the D3D backend that apply skip offset to the unpack pointer. In case 2D texture data is uploaded, the parameter is set to false and UNPACK_SKIP_IMAGES is not applied. BUG=angleproject:1406 TEST=angle_end2end_tests Change-Id: I5878439e3d38dbae89cc2452a056c2d6bbf9e0b3 Reviewed-on: https://chromium-review.googlesource.com/351330 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang a1d6c4dc 2016-06-09T18:00:42 Revert "Do not apply UNPACK_SKIP_IMAGES for 2D textures on D3D" The Windows Intel GPU FYI bot started failing the Texture2DTestES3.UnpackSkipImages2D/ES3_OPENGL test after this CL. Example: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20%28New%20Intel%29/builds/866 This reverts commit ac3575b27296398baebeb6c891871c6dac7df338. Change-Id: I5120261f5cf1ece9b21e4a94f63f85e014d2d8e4 Reviewed-on: https://chromium-review.googlesource.com/351280 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho ac3575b2 2016-06-07T14:01:53 Do not apply UNPACK_SKIP_IMAGES for 2D textures on D3D GLES 3.0.4 section 3.8.3: "For the purposes of decoding the texture image, TexImage2D is equivalent to calling TexImage3D with corresponding arguments and depth of 1, except that UNPACK_SKIP_IMAGES is ignored." An "applySkipImages" boolean parameter is added to the functions in the D3D backend that apply skip offset to the unpack pointer. In case 2D texture data is uploaded, the parameter is set to false and UNPACK_SKIP_IMAGES is not applied. BUG=angleproject:1406 TEST=angle_end2end_tests Change-Id: Iedc2b05377adee8d5c2504511a87421f4b1db18d Reviewed-on: https://chromium-review.googlesource.com/350465 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 4b4cdff8 2016-06-06T13:53:38 Fix unpack parameter validation. BUG=angleproject:1397 Change-Id: Icdfc99eefcfad730ec887b82ec0758a6d6c0b9a7 Reviewed-on: https://chromium-review.googlesource.com/348064 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e2e406c3 2016-06-02T13:04:10 Add base::numerics for safe math and conversions. This replaces are "IsUnsignedXXXSafe" family of methods. Also add overflow checks to unpack block sizes. BUG=angleproject:1397 Change-Id: Ib47be149b0486c70f795b0d0f8899441faac9340 Reviewed-on: https://chromium-review.googlesource.com/348062 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho e8528d89 2016-05-16T17:50:52 Fix determining texture mipmap completeness The code didn't previously take base level properly into account when determining how many levels to check when checking for texture completeness. The code is refactored so that the "q" value in spec, that is the maximum mipmap level for determining completeness, can be queried from TextureState. This value is used now for checking completeness. This requires moving ImageDescs under TextureState. Functions that operate on the ImageDesc array are also moved from Texture to TextureState. TextureState members are also renamed to start with the "m" prefix and made private. Also handle levels outside the base/max level range consistently in eglCreateImageKHR validation. We interpret the spec so that if the level used for the EGL image is not a part of the texture levels that affect texture completeness, an error is generated. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I038ef24aa83e0a6905ca3c0bbada5989eecb00d9 Reviewed-on: https://chromium-review.googlesource.com/344880 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 77ae8d57 2016-05-06T14:19:01 Share TextureState structure with TextureImpl This refactoring patch removes the need to pass texture state to methods of TextureImpl in some cases. It also adds target value to TextureState, and moves TextureState definition to Texture.h. The effective base level can now also be queried from TextureState, which reduces the need to pass it around. Two different code paths that dealt with the TextureStorage11 SRV cache are combined into one. Besides refactoring, this patch fixes applying mTopLevel twice when determining the amount of mip levels TextureStorage11. BUG=angleproject:596 TEST=angle_end2end_tests, angle_unittests Change-Id: I1add3d9ad847bec56774e394125156cf9cb0fc2a Reviewed-on: https://chromium-review.googlesource.com/342940 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Ian Ewell bda75597 2016-04-18T17:25:54 Finish NV12 support via streams. The main functionality for NV12 texture support through EGL streams has been added. Updates to the compiler, texture code, and stream code were added to support binding to external D3D11 NV12 textures. An end2end test was also added to test sampling of YUV textures and converting to RGB. There is also a new script to convert BMP files to an NV12 texture ready to load into D3D11 for testing purposes. BUG=angleproject:1332 Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0 Reviewed-on: https://chromium-review.googlesource.com/339454 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com> Reviewed-on: https://chromium-review.googlesource.com/341254 Reviewed-by: Ian Ewell <ewell@google.com>
Corentin Wallez 9670b03e 2016-04-29T09:47:47 Revert "Finish NV12 support via streams." Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc. Change-Id: I6e54305eba02b40927a35577594df39e951adb32 Reviewed-on: https://chromium-review.googlesource.com/341430 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Ian Ewell 9b8b359f 2016-04-18T17:25:54 Finish NV12 support via streams. The main functionality for NV12 texture support through EGL streams has been added. Updates to the compiler, texture code, and stream code were added to support binding to external D3D11 NV12 textures. An end2end test was also added to test sampling of YUV textures and converting to RGB. There is also a new script to convert BMP files to an NV12 texture ready to load into D3D11 for testing purposes. BUG=angleproject:1332 Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860 Reviewed-on: https://chromium-review.googlesource.com/339454 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
Olli Etuaho 1a4523f3 2016-03-18T15:33:55 Avoid copying of texture format info structures Use const pointers to the statically allocated structures instead of copying them in TextureStorage11. This avoids the cost of copying and saves a little bit of memory. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: Ib59fddd68ba9bc53e491d55683416c0661f26e0e Reviewed-on: https://chromium-review.googlesource.com/333930 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 7b591905 2016-02-26T14:37:57 D3D11: Use blit SRV format for blits blitSRVFormat stores the format that is used with ANGLE's internal blit shaders. By default, it is the same as the normal SRV format. For integer textures with a red channel, the RTV format is used instead. This makes it possible to change the storage format and the SRV format for the integer textures without affecting the blit format. The blitSRVFormat is used when doing blits in Blit11::copyTexture(). An exception is made for depth/stencil renderbuffer blit - in these cases it is okay to assume that the regular SRV format works for blitting. In the future the regular SRV format for integer textures will be changed to be different from their blit SRV format. TEST=angle_end2end_tests dEQP-GLES3.functional.fbo.blit.* (no regression) dEQP-GLES3.functional.texture.swizzle.* (no regression) BUG=angleproject:1244 Change-Id: Ie0e790e58ec054b64ef5983a09dbfc7754f269ca Reviewed-on: https://chromium-review.googlesource.com/327104 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 114d129d 2016-02-26T12:33:00 D3D11: Get color read function from ANGLE format This is done to make it possible to change some of the DXGI formats of integer textures without affecting their color read function associations. The packPixels function gets the ANGLE format from the texture helper, which now requires the ANGLE format to be passed in at the time of creation. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.fbo.* (no regressions), dEQP-GLES3.functional.pbo.* (all pass) Change-Id: I368337cfe5f8c86ff3292009ccf29e9d01409a07 Reviewed-on: https://chromium-review.googlesource.com/329213 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho bc21e18b 2016-02-23T16:04:57 D3D11 Texture refactoring: Store ANGLEFormat in TextureStorage11 This is needed to enable removing GetDXGIFormatInfo calls, which are difficult to use correctly due to a texture format being associated with multiple DXGI formats. This is done in preparation of changing some of the DXGI formats associated with integer textures. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.fbo.* (no regressions) Change-Id: I992c4c06189887c1b9de02f9b63dd9a474fcffab Reviewed-on: https://chromium-review.googlesource.com/329094 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 14ed667f 2016-02-24T15:22:11 Remove a few GetDXGIFormatInfo queries It's needlessly complex to query texture info when determining whether a format is a depth/stencil format. It can be tested simply by checking if the dsvFormat field of the format set is set. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.texture.specification.*depth* (no regressions) Change-Id: I76d008462564657328dae35d664be5f5e22238fa Reviewed-on: https://chromium-review.googlesource.com/329104 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 7d32aa5f 2016-02-29T14:45:32 Revert "D3D11 Texture refactoring: Store ANGLEFormat in TextureStorage11" Failing Windows Debug WebGL tests: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Debug%20%28NVIDIA%29/builds/13587 Seems to fail in and around: [ FAILED ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment (320392 ms) [ RUN ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration BUG=angleproject:1244 This reverts commit d72c61c66e75536681c5fb529a92a2ee2134f0f1. Change-Id: Id84d6988bc1a3530d8dde4c36d18b735f3de06fc Reviewed-on: https://chromium-review.googlesource.com/329621 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho d72c61c6 2016-02-23T16:04:57 D3D11 Texture refactoring: Store ANGLEFormat in TextureStorage11 This is needed to enable removing GetDXGIFormatInfo calls, which are difficult to use correctly due to a texture format being associated with multiple DXGI formats. This is done in preparation of changing some of the DXGI formats associated with integer textures. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.fbo.* (no regressions) Change-Id: I820b8331e6f9aacfe9979b13118371687c5fca51 Reviewed-on: https://chromium-review.googlesource.com/329075 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 1fbc59fe 2016-02-24T15:25:51 D3D11: Enable dirty bits for Framebuffer11. This patch works using a notification scheme - whenever a Texture or Renderbuffer changes in such a way as to recreate its RenderTarget, we pass a signal to the Framebuffer to invalidate some internal state. Everything is entirely tracked in the Renderer11 layer, and the GL layer is left untouched. A RenderTarget11 now tracks points to which it is bound, and the Framebuffer11 is mostly responsible for managing those links. The three locations where we notify a Framebuffer when its bound RenderTargets might be dirty are: 1) RenderTarget11::~RenderTarget 2) EGLImageD3D::copyToLocalRendertarget 3) TextureStorage11_2D::useLevelZeroWorkaroundTexture This patch gives about a 10% score increase in the D3D11 draw call benchmark on my system. BUG=angleproject:1260 Change-Id: Ide38aeadff4a2681bf5bd685e8ca3c9e2612a380 Reviewed-on: https://chromium-review.googlesource.com/327255 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill d834e3dc 2016-02-24T13:44:43 D3D11: Fix Array texture depth-stencil attachments. We were missing support for these layer depth-stencil attachments. This fixes running a WebGL test for this feature. BUG=angleproject:1260 BUG=angleproject:1315 Change-Id: Ida7d44ba1fe65d5da95d2db721e497bfa685db77 Reviewed-on: https://chromium-review.googlesource.com/327402 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho f434906c 2016-02-22T14:53:26 Group D3D11 DXGI format info under a struct This patch refactors how DXGI format info is stored. The goal is to make it easier to make changes that affect both swizzle formats and regular texture formats, and make it easier to pass the format sets around. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: I1cc220bccbbdde9200a41829fdc37c8ec123c6a1 Reviewed-on: https://chromium-review.googlesource.com/329072 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 8fd2ca41 2016-02-23T11:14:39 Fix MSVS 2013 build Implicit conversion from int to boolean was generating a warning on MSVS 2013. Still useful to keep support around at least while build instructions recommend using MSVS 2013. Change-Id: I6975198f4bc6740a745454375f422d9c67ffaea5 Reviewed-on: https://chromium-review.googlesource.com/329070 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
John Bauman 24a504ec 2016-02-18T13:53:00 Clear SRV cache on keyed mutex texture unbind from TextureStorage11 If the calling code releases the keyed mutex after the unbind then D3D will unbind the SRV or RTV from the pipeline without notifying the cache. This allows the SRV to be destroyed, which means that a subsequently-created SRV could have the same address. This would cause the new SRV to not be correctly bound to the pipeline if its slot is the same as the unbound SRV. BUG=588000 Change-Id: I0ad1ba3706a6bcc1fee50745e6148c9b23e578f6 Reviewed-on: https://chromium-review.googlesource.com/328400 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: John Bauman <jbauman@chromium.org>
Olli Etuaho 8a854d68 2016-02-17T11:54:04 Replace GetDXGIFormatInfo with a GetDXGIFormatSizeInfo where possible It's not always clear which format should be passed to GetDXGIFormatInfo, since a resource is associated with multiple formats. In some cases, one of the formats is typeless and one of them is typed, which would return different type information depending on which one is used. In some cases, one of the formats may even be a depth format while another is not. GetDXGIFormatSizeInfo will return correct data no matter which format associated with a certain resource is passed to it. Remaining uses of GetDXGIFormatInfo will need to be addressed separately, either making sure that they always use the format that makes sense in a given context, or plumbing in the required information in some other way. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: If3cb03ab68d27743b1fdeb539234ec621dfa3c04 Reviewed-on: https://chromium-review.googlesource.com/328230 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 72e6606d 2016-02-15T11:52:54 Add more const qualifiers in TextureStorage11 This makes the code easier to follow. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: I7787b04217a6771629e69f6f67586f62ce5cfccf Reviewed-on: https://chromium-review.googlesource.com/327053 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill dc107978 2016-02-12T09:27:23 Clean up the style in TextureStorage11. This is a pure refactoring change, and should behave identically. BUG=angleproject:1260 Change-Id: I44f5ef2f1444ffd8f8dd6ce55c266ec95781a6d8 Reviewed-on: https://chromium-review.googlesource.com/327266 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho ee991799 2016-02-10T18:25:40 Fix texture swizzle cache initialization Texture swizzle cache needs to be initialized so that the keys do not represent a valid swizzle state before any swizzled textures have been cached. BUG=angleproject:1095 TEST=dEQP-GLES3.functional.texture.swizzle.* (all pass) Change-Id: I66c10ed49134875d29b07852488a41a776e8fb67 Reviewed-on: https://chromium-review.googlesource.com/326971 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
John Bauman 0ecb18b9 2016-02-03T13:40:37 Avoid a copy in TextureStorage11::setData This is essentially a reland of 9cf9bcbecaa1e54a47a92eb784e7f591f7b65c57 This code always allocates a new memory buffer for the texture memory, picks a load function to copy/convert the input data into it, and the uploads. In the case where the input format matches the upload format we should be able to skip the allocation and copy and be much happier. Change-Id: If4281aeb4cd7bbbebba60122a10610a916833052 Reviewed-on: https://chromium-review.googlesource.com/326852 Tryjob-Request: John Bauman <jbauman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: John Bauman <jbauman@chromium.org>
Jamie Madill 3a913264 2016-02-06T01:34:25 Revert "Avoid a copy in TextureStorage11::setData" Fails on the Windows builders: https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Builder/builds/42201 e:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\d3d11\load_functions_table_autogen.cpp(787) : error C2440: 'return' : cannot convert from 'const std::map<GLenum,rx::LoadImageFunction,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>>' to 'const std::map<GLenum,rx::d3d11::LoadImageFunctionInfo,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>> &' with [ _Kty=GLuint , _Ty=rx::LoadImageFunction ] and [ _Kty=GLuint , _Ty=rx::d3d11::LoadImageFunctionInfo ] Reason: cannot convert from 'const std::map<GLenum,rx::LoadImageFunction,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>>' to 'const std::map<GLenum,rx::d3d11::LoadImageFunctionInfo,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>>' with [ _Kty=GLuint , _Ty=rx::LoadImageFunction ] and [ _Kty=GLuint , _Ty=rx::d3d11::LoadImageFunctionInfo ] No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called This reverts commit 52d3e43b66478b07d26c95a5511d4132cec26000. Change-Id: I83774ea09ccbb2b92ff609714e1c7201beb775bc Reviewed-on: https://chromium-review.googlesource.com/326540 Reviewed-by: Jamie Madill <jmadill@chromium.org>
John Bauman 52d3e43b 2016-02-03T13:40:37 Avoid a copy in TextureStorage11::setData This is essentially a reland of 9cf9bcbecaa1e54a47a92eb784e7f591f7b65c57 This code always allocates a new memory buffer for the texture memory, picks a load function to copy/convert the input data into it, and the uploads. In the case where the input format matches the upload format we should be able to skip the allocation and copy and be much happier. Change-Id: I3c1a0ab34be91c7d39eb2d0866029d01352b6056 Reviewed-on: https://chromium-review.googlesource.com/325526 Tryjob-Request: John Bauman <jbauman@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 5e017349 2016-02-01T11:13:04 Add Debug labels to more D3D11 objects. This makes debugging using graphics tools easier on Windows. BUG=angleproject:1290 BUG=angleproject:1299 Change-Id: Ia3889c10fd8e23486f0122e0b567c470517bc9e0 Reviewed-on: https://chromium-review.googlesource.com/324821 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a5ed56ee 2015-12-07T16:32:59 D3D11: Mask off alpha channel for RGBA->RGB blits. We emulate RGB8 in D3D11 with RGBA8 textures. Make sure when we blit that we don't copy the unused texture channel. BUG=angleproject:1245 TEST=dEQP-GLES3.functional.fbo.blit.* Change-Id: I805132fda984860a6d84ad4c1fc7169973938df9 Reviewed-on: https://chromium-review.googlesource.com/316010 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>