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f81d17c2
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2018-02-02T15:10:37
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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>
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8d6af086
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2017-11-08T09:14:06
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Use dedicated ALPHA passthrough shader
ANGLE previously used the RGBA passthrough shader for ALPHA copies. This
commit adds a dedicated ALPHA shader that will not pass RGB components
when doing an ALPHA copy.
BUG=angleproject:2239
TEST=angle_end2end_tests
Change-Id: I52d1f18a8f968db005cd887803123c17e16df938
Reviewed-on: https://chromium-review.googlesource.com/758717
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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18b75bad
|
2017-08-15T15:50:40
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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>
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92996b0d
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2017-08-17T10:39:02
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D3D11: Fix masked clear unused RTV warning.
This benign warning would show up in the Debug layer messages. It was
causing the test to fail in some standalone configurations.
This fix implemented here is to keep 8 different pixel shaders, one
for each total count of render targets, up to the implementation max.
BUG=angleproject:2025
Change-Id: I826ddae686ddb1cfad17879644152be2f6125c5b
Reviewed-on: https://chromium-review.googlesource.com/617512
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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340b7b8b
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2017-06-26T13:02:31
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Add support for new internalformats in copyTextureCHROMIUM
This adds support in blit11::copyTexture for LUMA, LUMA_ALPHA, and ALPHA
formats as destinations. Added is handling for each case to match up
the corresponding shader. This required new premultiply and
unmultiply D3D11 shaders for some cases.
Changed copyTextureCHROMIUM validation to allow new formats.
Tests have been created to demonstrate using copyTextureCHROMIUM with
the new formats with default parameters, as well as with the
unpackPremultiply and unpackUnmultiply parameters.
BUG=:angleproject:2101
Change-Id: Id8cd303a46fe70710bc18172fc938552a6e4cfaf
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4f0e003e
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2017-05-01T16:04:35
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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>
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6ba99e3d
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2017-05-03T13:10:46
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Re-generate pre-compiled D3D shaders.
BUG=angleproject:1932
Change-Id: I927eb5adc73bcede220ec56a9634783edd735d18
Reviewed-on: https://chromium-review.googlesource.com/494706
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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5416f753
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2017-03-09T22:02:43
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Clear11 Shader Optimizations and Shader Management Rework
- ClearShader made into a class that manages all required shaders and input layouts for clears
- ClearShader reuses VS for all clear types. This reduces shader compilation time and memory usage
significantly
- Use constantBuffer for color/z values instead of VB to decouple VB & VS from clearType and
allowing for the same VS to be used for multiple clear types
- FL10+ Devices: Generate positions using SV_VertexID in VS to avoid having to bind VB.
- FL93 Devices: Use an immutable VB containing only position data (SV_VertexID not supported)
- Implement CB cache. Incoming color/Z values checked against cache and CB/cache only updated if
there is a mismatch. Significantly reduces the frequency of expensive CB map/rename operations
especially in common scenarios where most/all clears use the same color/z values
BUG=angleproject:1935
Change-Id: I2015fbdcc135ba08b65dbecbe9c62499c2801037
Reviewed-on: https://chromium-review.googlesource.com/453882
Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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151d5de6
|
2017-04-13T09:52:23
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Enable MSAA for texture client buffers
Enhancement to the EGL_ANGLE_d3d_texture_client_buffer extension to
allow use of a shared D3D texture that can be multi-sampled.
BUG=angleproject:1917
Change-Id: Iaf59bbd575a5dfb29345f55b549bc4017bf2d7d0
Reviewed-on: https://chromium-review.googlesource.com/446907
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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7bb425c6
|
2017-02-03T18:10:05
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Revert "D3D11: Clean up blendState code."
This reverts commit 786ad3876730c72311c64cf2f297e671ced847a5.
Reason for revert:
Seems to have a bug with binding the BlendStates, causing a crash on
Intel.
https://luci-milo.appspot.com/buildbot/chromium.gpu.fyi/Win10%20Release%20%28Intel%20HD%20530%29/141
Failing WebGL 2 tests
WebglConformance_conformance2_reading_read_pixels_from_fbo_test
WebglConformance_deqp_functional_gles3_readpixel
Also generates D3D11 runtime warnings:
D3D11 ERROR: ID3D11DeviceContext::Draw: The renderTarget bound to slot 0 has a format (R8_UINT) that does not support blending. The Pixel Shader output signature indicates this output could be written, and the Blend State indicates blending is enabled for this slot. [ EXECUTION ERROR #376: DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING]
BUG=angleproject:1632
BUG=chromium:688419
Original change's description:
> D3D11: Clean up blendState code.
>
> Masked Clear Draw Changes:
> - Use universal blendstate object
> - Eliminate blendState cache for masked clears
> - Use rasterState and scissor rect for scissoring instead of adjusting vertex positions
> - VB contains only static position data (per vertex color removed)
> - Clear color(s) and depth clear values now passed in using a constant buffer
> - MultiColorclear shader used for float clears to workaround alpha rounding issues
> - Update shader compile script and shader source and bytecode headers
> - Remove unused shaders (source and bytecode headers)
> - Use com pointers where possible for D3D11 objects
>
> BUG=angleproject:1632
>
> Change-Id: I98e38451bd453f53b772fe93ec9dcceb4196ea58
> Reviewed-on: https://chromium-review.googlesource.com/413736
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com>
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
>
TBR=geofflang@chromium.org,jmadill@chromium.org,shahmeer.esmail@intel.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=angleproject:1632
Change-Id: Iea537505d8cce7241edaba1f1d9f404abb1d9a10
Reviewed-on: https://chromium-review.googlesource.com/437306
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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786ad387
|
2016-11-22T14:56:27
|
|
D3D11: Clean up blendState code.
Masked Clear Draw Changes:
- Use universal blendstate object
- Eliminate blendState cache for masked clears
- Use rasterState and scissor rect for scissoring instead of adjusting vertex positions
- VB contains only static position data (per vertex color removed)
- Clear color(s) and depth clear values now passed in using a constant buffer
- MultiColorclear shader used for float clears to workaround alpha rounding issues
- Update shader compile script and shader source and bytecode headers
- Remove unused shaders (source and bytecode headers)
- Use com pointers where possible for D3D11 objects
BUG=angleproject:1632
Change-Id: I98e38451bd453f53b772fe93ec9dcceb4196ea58
Reviewed-on: https://chromium-review.googlesource.com/413736
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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1aa728e3
|
2017-01-30T15:09:40
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D3D11: Faster multisample depth resolve.
We can use a faster path to write out depth values. Previous attempts
were foiled by a D3D quirk: we need to clear a new DSV before we
write to it the first time.
Multisampled stencil resolve still requires a CPU readback.
BUG=angleproject:1710
Change-Id: I7a7d2f929644f61854d51dd096a8aa599ad648bd
Reviewed-on: https://chromium-review.googlesource.com/435571
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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97073d12
|
2016-04-20T10:42:34
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|
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>
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196ca36c
|
2016-07-12T10:54:04
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D3D11: Implement multisample depth resolve.
This uses a pretty slow path with readback to the CPU. It should be
possible to use SV_Depth in HLSL to resolve without a readback, but
that will be left for a future optimization.
Enables the WebGL 2 tests gles3/fbomultisample and fboinvalidate/sub.
BUG=angleproject:1246
Change-Id: Id67178b0f6374cf53e4e107428637546ecca4124
Reviewed-on: https://chromium-review.googlesource.com/359956
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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78a9c733
|
2016-07-15T11:22:43
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|
D3D11: Implement multisampled stencil resolve.
This implements a fairly slow path with readback for stencil blits,
and depth/stencil resolve. In a subsequent patch I'll implement the
depth blits.
BUG=angleproject:1246
Change-Id: I04151d1f49ca404d858172dff8286608eae29864
Reviewed-on: https://chromium-review.googlesource.com/359955
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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398c5a2a
|
2015-01-16T17:17:47
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|
Support for 3D texture transfers with a non-null z offset.
Also fixes the unpack buffer offset which must be in pixel instead of
bytes in the shader parameter.
BUG=angle:508
Change-Id: I908460a76c300d96054a02206e1f2e3ad2b8e9d0
Reviewed-on: https://chromium-review.googlesource.com/241440
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
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0dbda057
|
2014-12-04T18:13:04
|
|
Add basic D3D11 Feature Level 9.3 support
Change-Id: I660c74791ddb9917bd4796bb652eefab2a3e4863
Reviewed-on: https://chromium-review.googlesource.com/233660
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
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f1b85f31
|
2014-12-08T14:14:13
|
|
Update generated D3D shaders.
We neglected to regenerate with our switch to the 8.1 SDK.
Change-Id: Idd67dce1147ad0acec9bf933a0fd01f421c784ef
Reviewed-on: https://chromium-review.googlesource.com/233844
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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2b5420c0
|
2014-11-19T14:20:15
|
|
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>
|