|
62a416d5
|
2017-04-28T09:59:56
|
|
Re-enable the RGB10A2 backbuffer format.
BUG=angleproject:1662
Change-Id: I9bd830a3021a0cfa9010c5e58d3a284cc3eeca26
Reviewed-on: https://chromium-review.googlesource.com/490346
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
876429b7
|
2017-04-20T15:46:24
|
|
Update gl2.h and update entry points.
Some method signatures were updated. Types like GLclampf and GLvoid
were replaced with other equivalents.
BUG=angleproject:1309
Change-Id: I05e8e2072c5a063d87ad96a855b907424661e680
Reviewed-on: https://chromium-review.googlesource.com/475011
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
f81ce4a3
|
2017-04-24T10:49:17
|
|
Refactoring: replace NULL by nullptr for pointers (3rd CL).
This CL mainly handles passing/returning NULL to/from a function.
BUG=angleproject:2001
Change-Id: I34802f792e710e3d7ff697cbe4701dc1bf5ab009
Reviewed-on: https://chromium-review.googlesource.com/485060
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
151d5de6
|
2017-04-13T09:52:23
|
|
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>
|
|
4f285443
|
2017-04-21T12:15:49
|
|
Refactoring: replace NULL by nullptr for pointers (2nd CL).
This CL mainly handles the pointer comparisons (== or !=).
BUG=angleproject:2001
Change-Id: I25ac3b61032e7ad91459a1c6541cadc87cf9b160
Reviewed-on: https://chromium-review.googlesource.com/483935
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d7297bfb
|
2017-04-19T15:27:10
|
|
Code refactoring: replace NULL by nullptr for pointers.
This is the frist change to replace NULL by nullptr.
It handles the initialization and assignment for pointers.
BUG=angleproject:2001
Change-Id: I6d4bb198a72e38b867cd2f65a6e6f2f61339a0b5
Reviewed-on: https://chromium-review.googlesource.com/481600
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
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>
|
|
dd43e6cd
|
2017-03-24T14:18:49
|
|
Pass Context to VertexArray and Framebuffer syncstate.
This will enable more Vulkan-friendly idioms like clearing the
vulkan pipeline caches correctly on GL state changes immediately
because we have access to the ContextVk.
BUG=angleproject:1898
Change-Id: I16c848d8abdde8e26a38d384e565cec8548a66d0
Reviewed-on: https://chromium-review.googlesource.com/459079
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
484dd7b1
|
2017-03-07T16:39:22
|
|
ES31: Implement DrawElementsIndirect D3D part
The implementation of DrawElementsIndirect is similar with
DrawArraysIndirect except that it needs to apply IndexBuffer.
BUG=angleproject:1595
TEST=dEQP-GLES31.functional.draw_indirect.draw_elements_indirect*
dEQP-GLES31.functional.draw_indirect.instancing.*
dEQP-GLES31.functional.draw_indirect.random.*
Change-Id: I5d2c8a7485b18b724fdda6fd964013c941e45b4f
Reviewed-on: https://chromium-review.googlesource.com/455520
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
fc72a073
|
2017-03-24T14:52:39
|
|
Update CHROMIUM_copy_texture entry points to the ES3 versions.
BUG=angleproject:1932
Change-Id: Ia45f8522320af1d747fbfb57468e8b881b033543
Reviewed-on: https://chromium-review.googlesource.com/459101
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
ee218f27
|
2017-03-22T15:39:13
|
|
Re-land eglGetSyncValuesCHROMIUM extension.
This reverts commit 20c97cac2a15144b61ceec7404a9e6249c40f50a
and adds a few trivial changes to make it build with the current version
of ANGLE code.
Please see https://bugs.chromium.org/p/chromium/issues/detail?id=614147
for more details on how this extension will be used.
Original description:
This change adds implementation of eglGetSyncValuesCHROMIUM extension
on D3D11 with Direct Composition. This should work on Windows 8.1 and
above.
The implementation is based on IDXGISwapChain::GetFrameStatistics.
Extension documentation:
https://chromium.googlesource.com/chromium/src/gpu/+/master/GLES2/extensions/CHROMIUM/EGL_CHROMIUM_get_sync_values.txt
BUG=angleproject:1402
Change-Id: I4b77899f31a4c4cf1fa7f20ab12de5a02ccf74d8
Reviewed-on: https://chromium-review.googlesource.com/459217
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
fbe49a8f
|
2016-12-19T14:19:10
|
|
ES31: Implement DrawArraysIndirect D3D part
There are four buffer types for vertex attribute storage in D3D11:
DIRECT
STATIC
DYNAMIC
CURRENT_VALUE
When drawing, it will call applyVertexBuffer to bind the right type
buffers in D3D11.
DIRECT uses the gl buffer directly without any translation.
CURRENT_VALUE uses a single value for the attribute.
STATIC translates the whole vertex buffer once. So it doesn't need the
first, count and instance informations since it always translates the
whole buffer.
DYNAMIC translates the data every frame. To improve the performance,
in implementation, it only translates 'count' vertexes from 'first'
location in vertex buffer with one drawing for non-instanced vertices.
'first' and 'count' are got from draw parameter list. And for the
translated vertex buffer, when drawing, the first vertex location is 0.
From above analysis, we can see that if all attribute storages are
non-dynamic, we can directly use the indirect buffer to draw. But for
dynamic storages, we have to calculate the first, count, and instances
from indirect buffer and apply them to translate the dynamic type
buffers. Meanwhile, we have to set the first to 0 (see above
description)when drawing.
DrawArrysIndirect implementation is like below:
1. Check whether all vertex attributes are non-dynamic
2. If yes, applyVertexBuffer and DrawInstancedIndirect
3. If no, 1) calculate first, count, and instances from indirect buffer.
2) applyVertexBuffer with these parameters.
4) Use DrawInstanced instead of DrawInstancedIndirect.
BUG=angleproject:1595
TEST=dEQP-GLES31.functional.draw_indirect.draw_arrays_indirect*
Change-Id: I36431f416443279d51de523b07ce60727914cbbf
Reviewed-on: https://chromium-review.googlesource.com/446690
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
e08a1d36
|
2017-03-07T17:24:06
|
|
Plumb robust resource init extensions.
This also cleans up a few minor glitches in the extension texts,
and renames the EGL extension for consistency.
It incidentally fixes a bug in our EGL init where we were checking
the wrong client versions for KHR_create_context.
It also implements a new feature for tests which allow them to defer
Context creation until the test body. This allows tests to check for
EGL extension available before trying to create a context with certain
extensions.
BUG=angleproject:1635
Change-Id: I9311991332c357e36214082b16f2a4a57bfa8865
Reviewed-on: https://chromium-review.googlesource.com/450920
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
2597fb64
|
2016-12-09T16:38:02
|
|
ES31: Refactor VertexArray for Vertex Attrib Binding
OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should
be split into two arrays:
1. an array of vertex buffer binding points, each of which specifies:
- a bound buffer object,
- a starting offset for vertex attribute data in that buffer object,
- a stride used by all attributes using that binding point,
- a frequency divisor used by all attributes using that binding point.
2. an array of generic vertex attribute format information records, each
of which specifies:
- a reference to one of the new buffer binding points above,
- a component count and format, and a normalization flag for the
attribute data,
- the offset of the attribute data relative to the base offset of each
vertex found at the associated binding point.
Current ANGLE implementation simply uses a struct to represent a vertex
attribute object, which does not meet the requirements above.
This patch aims to be the the basis of the implementation of all ES3.1
Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and
the class VertexArray to fit the new data layout and ensuring all current
functionality is retained.
BUG=angleproject:1593
TEST=angle_unittests, angle_end2end_tests, gpu_unittests
Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254
Reviewed-on: https://chromium-review.googlesource.com/418880
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b5c3d27a
|
2017-02-14T09:40:41
|
|
D3D11: Disable the RGB10A2 backbuffer format.
Chrome was using this format by accident for video decode surfaces, resulting
in a power usage regression.
BUG=angleproject:1662
BUG=691106
Change-Id: I3b9ac814f06c07490fceb88e8b087b235e5b25bf
Reviewed-on: https://chromium-review.googlesource.com/441950
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
b1eeba1f
|
2017-02-13T16:36:40
|
|
Use a C API for the ANGLE platform.
The main purpose of this change is to fix a fuzzer bug where we would
trigger undefined behaviour calling between Chrome and ANGLE. It's
not specced how virtual function calls work if the shared objects are
not directly linked together, and ANGLE and Chrome are not linked.
Replace the old class-style API with a C dispatch table.
Follow-up work will make the Platform owned by the Display instead of
using global variables, but fixing this is a bit tricky.
BUG=angleproject:1892
BUG=chromium:678870
Change-Id: Iad188bc2e50f2b5e4a03ce0de233d686f569c705
Reviewed-on: https://chromium-review.googlesource.com/441273
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ce02f086
|
2017-02-06T16:46:21
|
|
Add an extension to share textures at the display level.
BUG=angleproject:1639
Change-Id: If9140142ebce89f33921c13d9d212c17d1894162
Reviewed-on: https://chromium-review.googlesource.com/437618
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
c8a08f40
|
2017-02-07T12:33:57
|
|
Make failure to create Debug D3D11 device a warning instead of error
Tests started failing after directing ERR to Platform
BUG=angleproject:1660, angleproject:1878
Change-Id: I3e6d99bee266c0e7fa541c6e19be7253dcc01cdf
Reviewed-on: https://chromium-review.googlesource.com/438819
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
a2936aaf
|
2017-02-06T11:22:24
|
|
D3D11: Don't yeild after a successful call to GetData during glFinish.
ScheduleYield was always called after GetData regardless of it's result. This
meant that we would successfully get the data but still sleep the thread
BUG=667979
Change-Id: Iecba0ae5cacef64a1080bbd89ce352bc4f281359
Reviewed-on: https://chromium-review.googlesource.com/437636
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
7bb425c6
|
2017-02-03T18:10:05
|
|
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>
|
|
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>
|
|
5714a202
|
2016-12-13T14:08:44
|
|
D3D11: Add RGB10_A2 as a supported EGL pbuffer config format.
Update EGLWindow to select configs that exactly match the requested
config. Too many tests make assumptions about the default framebuffer's
format.
BUG=angleproject:1662
Change-Id: I4cf8aedf51013ca0f3f40f6bbd40f24a4a90561f
Reviewed-on: https://chromium-review.googlesource.com/419681
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
8ef9a968
|
2017-01-31T17:34:37
|
|
D3D11: Fix memory leak on multisample stencil resolve.
This would happen when checking the current resource vs the prior one.
Calling GetResource would increment the reference count, but we would
not properly call Release.
BUG=angleproject:1710
Change-Id: Iefa9ee60929b9808985649c83f6322c1043fa5ed
Reviewed-on: https://chromium-review.googlesource.com/434801
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c5a2a172
|
2017-01-13T15:55:07
|
|
Add EGL_EXT_pixel_format_float support, enables float EGL surfaces.
Add floating point EGL configs for the D3D11 backend.
BUG=angleproject:1707
Change-Id: Ic84cd3a0d41e78cc39d0275d83e7695f55673ddf
Reviewed-on: https://chromium-review.googlesource.com/428294
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
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>
|
|
0894288d
|
2017-01-19T14:34:11
|
|
D3D11: Refactor trifan and line loop parameters.
Use baseVertex as the parameter of drawLineLoop and drawTriangleFan. The
old name is not clear for its usage.
BUG=angleproject:1724
Change-Id: I529a157f055eba9d62952093f37eabb8398697db
Reviewed-on: https://chromium-review.googlesource.com/430255
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b123938d
|
2016-12-13T15:07:05
|
|
D3D11: Add support to compile and link compute shaders
This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1.
BUG=angleproject:1442
TEST=angle_end2end_tests
Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a
Reviewed-on: https://chromium-review.googlesource.com/430199
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
417df92f
|
2017-01-12T09:23:07
|
|
Revert "D3D11: Add support to compile and link compute shaders."
Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769
BUG=angleproject:1442
This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1.
Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84
Reviewed-on: https://chromium-review.googlesource.com/427229
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
2cd9d7e0
|
2016-12-13T15:07:05
|
|
D3D11: Add support to compile and link compute shaders.
BUG=angleproject:1442
Change-Id: I13240e931e6f121d175d2cd6b41324d38bb39a5c
Reviewed-on: https://chromium-review.googlesource.com/405831
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
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>
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|
f0470974
|
2016-12-19T19:35:48
|
|
D3D: Ensure compiler is loaded in applyShaders.
We're finding that D3Dcompile is being called with a null
compiler handle. This means at some point we successfully linked
a program, using a valid compiler handle, and likely we went
through some traumatic event like a GPU device lost. This unloaded
the compiler DLL and hence leads to a null deref.
It's not clear how this is happening since a device lost should
trigger a restart of the browser process in all cases with Chrome,
but this should fix the NULL deref and lead to a user-visible
program link error.
BUG=chromium:671162
Change-Id: Ibf85f19d4f099d2f00921c230ee0a52b46bfd8cf
Reviewed-on: https://chromium-review.googlesource.com/422553
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
08a617ad
|
2016-12-15T13:49:36
|
|
Remove redundant call to TextureD3D::getNativeStorage.
BUG=angleproject:1671
Change-Id: I4b13113b41e6d429f771d7a405fd62ef61064c6c
Reviewed-on: https://chromium-review.googlesource.com/420853
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
01074255
|
2016-11-28T15:55:51
|
|
D3D: Implement multi-thread shader compilation.
Choose to use std::async for now to implement multi-threaded compiles.
This should work across platforms and also be usable for other
threading tasks. Note that std::async does not have a good way to
wait for multiple std::futures. Also the Linux compile of std::async
is broken due to a bug in an old STL version, so disable it on this
platform.
The implementation uses a static polymorphism approach, which should
have very good performance (no virtual calls).
This design leaves the door open for other future implementations,
such as a Win32 thread pool, or one based on angle::Platform.
BUG=angleproject:422
Change-Id: Ia2f13c3af0339efaca1d19b40b3e08ecca61b8e8
Reviewed-on: https://chromium-review.googlesource.com/413712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
c0312721
|
2016-11-24T14:53:11
|
|
Add ES 3.1 version and enum to support dEQP ES 3.1 tests on Win
Change supported ES version to 3.1 on win.
Without GL_TEXTURE_2D_MULTISAMPLE enum, it will reach UNREACHABLE()
when running dEQP ES 3.1 tests on Win.
BUG=angleproject:1442
Change-Id: I55114854c4e9cba1caac10d3da5b416ef66a0d3e
Reviewed-on: https://chromium-review.googlesource.com/414606
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
3ae14613
|
2016-11-16T11:18:44
|
|
Buffer11: Refactor constant buffer range getter.
This getter will now return the offset to bind along with the
ID3D11Buffer pointer. This encapsulates the logic of the emulation
so that we only actually check the capabilities of the driver in
a single place. This solves the issue of needing to edit the code
in multiple places when trying to force the caps for debugging,
and also encapsulates the offset calculation in the Buffer11 class.
BUG=chromium:593024
Change-Id: Idb09d560868ae12b98bcaf4ea031c4e0b6c82b4a
Reviewed-on: https://chromium-review.googlesource.com/411918
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4b97d504
|
2016-11-09T06:45:32
|
|
Fixed incorrect multisample rendering when enable SAMPLE_COVERAGE on Win
In RendererD3D::createRenderTarget, we use getNearestSamples(samples)'s
result to assign D3D11_TEXTURE2D_DESC.SampleDesc.Count. However, in
renderer11::updateState, we used the original samples to calculate mask
by GetBlendSampleMask not the supported nearest samples. It would result
that multisample rendering result was incorrect when enable
AMPLE_COVERAGE and the samples is not in the suported list but less than
max samples. At least, on Intel Win platform, we can reproduce it.
The fixing is to use same samples in these two places.
BUG=angleproject:1610
TEST=MultisampleCompatibilityTest.DrawCoverageAndResolve
Change-Id: I255b12d1032317145adfcee94e65e88ae5307113
Reviewed-on: https://chromium-review.googlesource.com/408516
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
20c97cac
|
2016-11-04T18:27:56
|
|
Squashed commit of the following:
commit 0146dfeefa47b520e71f0e74230abd7dac163a79
Author: Stanislav Chiknavaryan <stanisc@chromium.org>
Date: Fri Nov 4 17:43:03 2016 -0700
Revert "Implementation of eglGetSyncValuesCHROMIUM extension."
This reverts commit 5d9f5df01ac5a384d9b7cbb49d9f98a76b62c7ad.
commit 0d920fe27bd8e73d831a9002548bde00fea78709
Author: Stanislav Chiknavaryan <stanisc@chromium.org>
Date: Fri Nov 4 17:23:11 2016 -0700
Revert "Fix EGLSyncControlTest.SyncValuesTest timeout on Windowse Server 2012 R2"
This reverts commit d258ca045f31eb43ec01b5501c84e9afd8e82cd6.
commit bde8defe53741855bb71fbf27bcb0a91cfafbd01
Author: Stanislav Chiknavaryan <stanisc@chromium.org>
Date: Fri Nov 4 17:22:58 2016 -0700
Revert "Disabling EGLSyncControlTest.SyncValuesTest"
This reverts commit a74183613955bd891f56f6a979a5391c16c64138.
commit f78e4b7e97b9d1259878f6902bb6ddeb0aeded87
Author: Stanislav Chiknavaryan <stanisc@chromium.org>
Date: Fri Nov 4 17:22:36 2016 -0700
Revert "Fix and re-enable EGLSyncControlTest.SyncValuesTest"
This reverts commit 138ec92f52da7c0fc8e6df08ac4e4e572bbf6b39.
commit f3933e6a04bd23473077d2fd74616023db3c9601
Author: Stanislav Chiknavaryan <stanisc@chromium.org>
Date: Fri Nov 4 17:20:26 2016 -0700
Revert "Handle nullptr mSwapChain in SwapChain11::getSyncValues"
This reverts commit af7f301f6ba9e5f31d1511142a936a9ba84169d0.
BUG=angleproject:1402
Change-Id: I99969e906e316574e9f739141de0e360d1edebd9
Reviewed-on: https://chromium-review.googlesource.com/408752
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Stanislav Chiknavaryan <stanisc@chromium.org>
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62a90cf6
|
2016-11-07T08:01:17
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|
Don't use the bind SRV flag for MS textures in D3D11 FL 10.0.
With the latest Windows SDKs, it is an error to create a multisampled
texture with both bind SRV and DSV flags in feature level 10.0. The
error:
D3D11 ERROR: ID3D11Device::CreateTexture2D: If the feature level is less
than D3D_FEATURE_LEVEL_10_1, a Texture2D with sample count > 1 cannot have
both D3D11_BIND_DEPTH_STENCIL and D3D11_BIND_SHADER_RESOURCE. This call may
appear to incorrectly return success on older/current D3D runtimes due to
missing validation, despite this debug layer message.
[STATE_CREATION ERROR #99: CREATETEXTURE2D_INVALIDBINDFLAGS]
BUG=656989
Change-Id: Iedce65f6c877786e28b96c159abd7a5b2a32cfd5
Reviewed-on: https://chromium-review.googlesource.com/408339
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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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>
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|
4f57e5f9
|
2016-10-27T17:36:53
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|
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>
|
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2018c0ba
|
2015-12-08T11:48:51
|
|
Add a EGL_ANGLE_d3d_texture_client_buffer extension.
Allows creation of pbuffers from D3D texture objects.
BUG=540829
BUG=angleproject:1144
Change-Id: If8ea717ef011608cd01357c217837133d726d3ea
Reviewed-on: https://chromium-review.googlesource.com/316804
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
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>
|
|
47110bf4
|
2016-04-20T11:13:22
|
|
Implement CHROMIUM_copy_compressed_texture for D3D11.
BUG=angleproject:1356
Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f
Reviewed-on: https://chromium-review.googlesource.com/339847
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
5d9f5df0
|
2016-09-27T13:28:25
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|
Implementation of eglGetSyncValuesCHROMIUM extension.
This change adds implementation of eglGetSyncValuesCHROMIUM extension
on D3D11 with Direct Composition. This should work on Windows 8.1 and
above.
The implementation is based on IDXGISwapChain::GetFrameStatistics.
Extension documentation:
https://chromium.googlesource.com/chromium/src/gpu/+/master/GLES2/extensions/CHROMIUM/EGL_CHROMIUM_get_sync_values.txt
BUG=angleproject:1402
Change-Id: I306434dd8d85d618b14edfa38fc2a22e50fddacc
Reviewed-on: https://chromium-review.googlesource.com/390351
Commit-Queue: Stanislav Chiknavaryan <stanisc@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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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>
|
|
fde9d8c1
|
2016-07-28T10:53:19
|
|
D3D11: Add null check to Renderer11::testDeviceLost.
After experiencing a device loss, Renderer11::resetDevice can fail to
recreate mDevice, leaving it null. In a following call to
testDeviceLost, mDevice will be dereferenced, causing a segfault.
BUG=angleproject:1457
Change-Id: Ib5be64542929441ceb7088a328c3245ae7e52f17
Reviewed-on: https://chromium-review.googlesource.com/364120
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
e8a78496
|
2016-09-22T13:08:39
|
|
D3D11: Restrict ES3 bits to FL 10.1.
We would advertise ES3 in some cases when we didn't support it.
BUG=angleproject:1381
BUG=chromium:649101
Change-Id: I2a5bbc1d6153cdfc6c9c577aa0b82caf8482a42d
Reviewed-on: https://chromium-review.googlesource.com/388190
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
fcb79357
|
2016-09-13T15:13:15
|
|
D3D11: Detect driver version before workaround init.
This is order-sensitive. The workarounds need the driver version to
properly determine if workarounds should be used.
This fixes the WebGL 2 test invalidate/sub on NVIDIA.
BUG=angleproject:1246
Change-Id: I7ca4f44ec2874553f167214e937e918b49e69567
Reviewed-on: https://chromium-review.googlesource.com/385077
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2c07eb21
|
2016-09-02T13:06:43
|
|
Add workaround for B5G6R5 format in Intel driver
In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be
parsed incorrectly. According to
https://msdn.microsoft.com/en-us/library/windows/desktop/ff471324(v=vs.85).aspx
DXGI_FORMAT_B5G6R5_UNORM should be equivalent to D3DFMT_R5G6B5. However,
the data will be treated as B5G6R5 not R5G6B5.
This workaroud will disable B5G6R5 support when it's Intel driver.
By default, it will use R8G8B8A8 format.
BUG=chromium:644610
TEST=dEQP-GLES3.functional.fbo.blit.default_framebuffer.rgb565*
Change-Id: I9d64a9bcedf9247de6950d345ed2d3fb00170d30
Reviewed-on: https://chromium-review.googlesource.com/380421
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7ffdda9a
|
2016-09-08T13:26:51
|
|
D3D11: Don't allow fast unpack from GL_ALPHA8.
This format is one that doesn't support buffer SRV creation. It seems
like there is no equivalent dEQP test for this format.
BUG=angleproject:1503
Change-Id: I9ecdb9406ca0b62dd54b450d2b50341d76584b2b
Reviewed-on: https://chromium-review.googlesource.com/381435
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
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>
|
|
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>
|
|
87fbe1c2
|
2016-08-03T14:41:42
|
|
ContextImpl: only expose getResetStatus for robustness
This will allow each backend to implement this method separately. The
current set of ContextImpl methods used for robustness are slightly
D3D-centric.
BUG=angleproject:1463
Change-Id: I101f8ada2c49de4cf110db48b1e8380c52b50fb2
Reviewed-on: https://chromium-review.googlesource.com/365829
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
6230dd54
|
2016-08-23T15:20:03
|
|
Check for OpenGL ES support when creating context
Support for an OpenGL ES version can come either through OpenGL ES,
OpenGL core or available extensions. The context creation should fail
if the requested OpenGL ES version is not supported.
BUG=angleproject:1477
TEST=angle_end2end_tests
Change-Id: I810d004a1bd62f75f162d775d3cf92c4283252a3
Reviewed-on: https://chromium-review.googlesource.com/374338
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c2c106d4
|
2016-08-11T12:42:14
|
|
D3D11: Clean up buffer calls a bit.
BUG=None
Change-Id: I3b697c3b721b5be4888d039a5cefd160ab5b23f8
Reviewed-on: https://chromium-review.googlesource.com/367877
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
30712068
|
2016-08-09T11:10:36
|
|
Move fast copy functions into angle::Format.
These tables were duplicated in D3D11 and D3D9, and would have to be
further duplicated into Vulkan.
BUG=angleproject:1455
Change-Id: Ice1b81417d7b14f933b61861c4a9997c260ef72e
Reviewed-on: https://chromium-review.googlesource.com/367690
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
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>
|
|
86e0b7f7
|
2016-08-09T11:10:29
|
|
Clean up PackPixels.
BUG=angleproject:1455
Change-Id: I263719cc77ff80580a551683d062e862dee1bdab
Reviewed-on: https://chromium-review.googlesource.com/365826
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
a5b1561e
|
2016-08-09T11:10:27
|
|
Place format info in angle::Format.
Some bits of information, like the copy functions and mipmap gen
functions, can be shared across back-ends in the angle::Format
class.
Also name the info struct angle::Format, and use an enum class
angle::Format::ID to identify the particular format.
This patch introduces a new table generator for angle formats
and updates the D3D11 generator accordingly.
BUG=angleproject:1455
Change-Id: I13b8b98822b1186c6a9e436dc232c18fef50980c
Reviewed-on: https://chromium-review.googlesource.com/365824
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
20f69ce5
|
2016-08-09T11:10:26
|
|
Introduce angle::Format enum.
This general enum can encapsulate different formats between
GL/Vulkan/D3D9/D3D11/etc so we can use them in common routines like
PackPixels. It also can help us get rid of the ANGLEX enums which
we use to represent internal formats not present in GL.
It is currently used for Textures/Renderbuffers/Surfaces, but can
also be extended in the future to cover things like vertex formats.
It mirrors something like a DXGI_FORMAT in D3D11 or VkFormat.
BUG=angleproject:1455
Change-Id: I467d7b36d8fc92bb45239d56b9243d06f4e29378
Reviewed-on: https://chromium-review.googlesource.com/365413
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
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|
3416ff3e
|
2016-08-04T10:13:21
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|
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>
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|
43341b7a
|
2016-08-03T14:10:03
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|
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>
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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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11b30612
|
2016-08-02T12:31:58
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|
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>
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64ae9952
|
2016-07-25T17:55:27
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|
D3D11: Get driver version from DXGI adapter.
This is a simpler and more portable design. Thanks for Austin from MS.
BUG=angleproject:1452
Change-Id: I93e8f3fc61107f13c4b2c1cf7fbaf2bb7ccdfafb
Reviewed-on: https://chromium-review.googlesource.com/363041
Reviewed-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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ce1ed238
|
2016-07-24T12:45:17
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|
D3D11: Detect driver version for blit workaround.
Since the newer driver versions are required for WebGL 2 conformance,
we need a solution that can detect a driver version to know if we
should apply the workaround.
Use a modified copy of Chrome's Windows GPU driver detection code.
In the future we should extend this to a full module when we port
the command buffer workarounds.
BUG=angleproject:1452
Change-Id: I783d5726454671cc22585a2bf990c071d539aa9f
Reviewed-on: https://chromium-review.googlesource.com/361962
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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a3944d4f
|
2016-07-22T22:13:26
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Add gl::Format to represent a texture/rb/surface format.
This has a few advantages: it preserves all the information of the
internal format, such as if it is sized or unsized. It also saves
looking up the format multiple times in the table, which should
improve speed in some cases.
The extra sized-ness information will allow us to perform the
correct validation in CopyTexSubImage calls.
BUG=angleproject:1228
Change-Id: I42954771b0a9a968f5d787b8cf6e0af721791855
Reviewed-on: https://chromium-review.googlesource.com/362626
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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2be29497
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2016-07-12T10:13:49
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Force the flush through the GetData call in Renderer11::finish.
NVIDIA drivers sometimes go into infinite loops in this code, jbauman@
speculated that these drivers may need to do the flush in the GetData call.
BUG=626849
Change-Id: I85408fbe7176242240862225e968f557bd7818cf
Reviewed-on: https://chromium-review.googlesource.com/360130
Reviewed-by: John Bauman <jbauman@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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73bd218e
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2016-07-15T13:01:24
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|
Support virtualized contexts and transform feedback in Renderer11.
Track buffer offets in the transform feedback object and dirty them when a
buffer is bound. This fixes problems when a buffer is rebound at the same
offset and maintains tracking between context switches.
BUG=angleproject:1447
BUG=angleproject:1298
Change-Id: I2f890e3ad5edacab47f624a95a502615c86cc0c8
Reviewed-on: https://chromium-review.googlesource.com/360910
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@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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ec0b580d
|
2016-07-04T13:11:59
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Re-land "D3D11: Fix readback of BGRA-backed formats."
For some BGRA-backed formats (RGBA4, R5G6B5, RGB5A1), our ReadPixels
implementation wasn't aware the BGRA format didn't exactly match the
RGBA format. For these it would do the 'fast path' memcpy method, when
it should stop and do the slow pixel-by-pixel packing method.
Fixes conformance2/reading/read-pixels-from-fbo-test.html.
Reland: fix empty format info that was causing us to only see the
first pixel in the FBO in a ReadPixels call. Also fix bugs in the
unorm 16-bit format readback code, and add ASSERTs to catch bugs in
subsequent new formats.
BUG=angleproject:1407
BUG=chromium:616176
Change-Id: I9fd55b9e1dd6a306eb4db195d775c02a1eb1f93f
Reviewed-on: https://chromium-review.googlesource.com/357132
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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5733801a
|
2016-06-23T18:10:38
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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>
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362876b1
|
2016-06-16T14:46:59
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Cache Framebuffer completeness.
Improves performance on the render-to-texture microbenchmark
by ~3x on the OpenGL back-end. Wipes out several of the top profling
hotspots on that benchmark.
BUG=angleproject:1388
Change-Id: I6a35a0b435b2ed3c83d32acdb9df090df98214ad
Reviewed-on: https://chromium-review.googlesource.com/348957
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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51f40ecd
|
2016-06-15T14:06:00
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|
Make Framebuffer::checkStatus non-const.
BUG=angleproject:1388
Change-Id: Ia9befba0c915c087f2fe0557d91060256f6d4950
Reviewed-on: https://chromium-review.googlesource.com/348955
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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dfde6abf
|
2016-06-09T07:07:18
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Context: Remove mutable gl::State getter.
This will preserve layering - the API layer doesn't mutate the state
directly, it passes the API call through to the Context. Is also
removes the possiblity of any shenanigans of the Validation layer
changing the GL state.
Also, this CL refactors a few validation entry points to take
ValidationContext instead of Context. ValidationContext will be the
correct way to interact with the gl::Context in the Validation code.
Finally, additional refactorings make ContextState a proper class with
private data. This allows the ContextState itself to keep a mutable
pointer to the gl::State, so ValidationContext can modify it if
necessary (and it will be necessary for Framebuffer completeness
caching).
BUG=angleproject:1388
Change-Id: I86ab3561573caa9535c8d1b8aad4ab3d0e7cd470
Reviewed-on: https://chromium-review.googlesource.com/348954
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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d2b50a0b
|
2016-06-09T00:13:35
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|
Move ReadPixels logic to helper methods.
These routines were pretty much duplicated between D3D9 and D3D11.
Since I was going to have to rewrite them again for Vulkan, I
figured it would be best to move them into a common location and
clean them up a bit.
BUG=angleproject:1319
Change-Id: I15d39b052daf3e1020dbd0880f01ae84f3686a0a
Reviewed-on: https://chromium-review.googlesource.com/349630
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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07529ff8
|
2016-06-04T02:19:03
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|
Remove const qualifier from generateConfigs
Requested in https://chromium-review.googlesource.com/349353
BUG=angleproject:1362
Change-Id: I989757c2fb8f65d5afcfb177b7f8da1414871e6f
Reviewed-on: https://chromium-review.googlesource.com/349694
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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44c2156e
|
2016-05-25T13:10:16
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|
D3D11: Fix CopyTexture for ES3 types.
We were passing a sized format and indexing a table which expects unsized.
BUG=angleproject:1384
Change-Id: I69eb8e3d66cfb2178e3a7a4ddb93a54f47bbc938
Reviewed-on: https://chromium-review.googlesource.com/347249
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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d787e50b
|
2016-05-25T13:10:15
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|
Try more to use ANGLE_TRY.
Also refactor the Renderer11::copyImage functions to share code.
BUG=angleproject:1384
Change-Id: I95f4266c0c9b67a13cba17797989fcc0b0d50c1d
Reviewed-on: https://chromium-review.googlesource.com/347248
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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00ed7a1f
|
2016-05-19T13:13:38
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|
Enable always-available extensions in gl::Context.
We can consolidate exposing these extensions in initCaps. Otherwise
we have to maintain the lists in every Renderer back-end.
Also do the same treatment for select egl::Display extensions.
BUG=angleproject:1319
Change-Id: I529dd120c6d2cdbb789bd9dd20491e796e97f3f6
Reviewed-on: https://chromium-review.googlesource.com/345914
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
60515399
|
2016-05-24T10:35:38
|
|
Fix include order for Clang in Renderer11.cpp.
BUG=angleproject:1369
Change-Id: Ie02e7c0b469e148bd8da4499ed560c4907d2a539
Reviewed-on: https://chromium-review.googlesource.com/346891
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
8b9b792d
|
2016-05-19T13:13:37
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|
Make RendererD3D a bit smaller.
Move some D3D11-specific stuff into Renderer11, and remove a few
virtual methods that weren't needed to be virtual.
BUG=angleproject:1369
Change-Id: Id37e7271ffc28b089dbea123dca70f38c1a06ffb
Reviewed-on: https://chromium-review.googlesource.com/345913
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
0f2b1560
|
2016-05-13T16:15:35
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|
Fix GenerateMipmap when base level or max level are set
According to GLES 3.0.4 section 3.8.10, GenerateMipmap should generate
levels based on the base level, and generate them at most up to the
max level. Levels outside the base/max level range should be unchanged
by GenerateMipmap.
The Texture class is fixed so that the image descs are set only for
the changed mipmap range when GenerateMipmap is called.
The D3D backend is fixed so that mipmap generation is correctly
started from the base level instead of level 0, and making sure that
mipmaps are generated only up to the max level. Generating mipmaps for
array textures is also fixed for cases where the base level depth >=
max(width, height) * 2.
The GL backend is fixed to sync texture state before GenerateMipmap is
called, so that base level and max level are set correctly in the
driver.
The GenerateMipmap entry point is refactored so that it has a separate
validation function and a context function which does the work.
Validation for out-of-range base levels is added.
New tests are added to verify the functionality. One corner case in
the tests fails on NVIDIA GL drivers likely due to a driver bug -
similar rules for GenerateMipmap are found from newer GLES specs and
also OpenGL specs (checked versions 3.3 and 4.4).
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Ifc7b4126281967fc4f6dc4f9452e5b01e39f83d7
Reviewed-on: https://chromium-review.googlesource.com/344514
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
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>
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|
53ea9cc6
|
2016-05-17T10:12:52
|
|
Replace rx::Renderer with rx::ContextImpl.
Previously Context had no Impl class, but had a special relationship
with the instanced Renderer class. Having a ContextImpl backing every
Context will allow new designs to enable things like multithreading
(where each ContextImpl stores a Context-specific device) or non-
virtual Contexts on Android or other platforms where it is more
efficient.
A large refactoring patch that touches every back-end.
BUG=angleproject:1363
Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e
Reviewed-on: https://chromium-review.googlesource.com/342052
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
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>
|
|
a314b61c
|
2016-03-10T16:43:00
|
|
Determine D3D texture storage size with correct base level
The size of the texture storage is now determined by extrapolating
the level zero texture dimensions from the base level dimensions.
This fixes crashing when images for levels below the base level are
not defined, and also fixes texture storage dimensions being
calculated wrong in case the levels outside the used level range have
dimensions that are inconsistent with the dimensions inside the used
level range.
Checking texture level completeness in TextureD3D is now done based on
the dimensions of the base level, and levels that are outside the base
level to max level range are not taken into account. Textures are
marked incomplete in case their base level is greater than their max
level.
Changing the base level can also affect the size of the storage
required for the texture. Old storage is now discarded when the base
level is changed and the new base level calls for different storage
dimensions.
Code in TextureD3D is refactored so that "base level" actually means
the base level of the texture specified through the GLES API, and
"level zero" is used where TextureD3D would sometimes previously use
"base level".
Changing either the base level or max level can also affect texture
completeness, so invalidate the cached completeness in Texture if
they are changed.
Some of the added tests are still failing on Intel and NVIDIA OpenGL
drivers because of driver bugs. Tests also fail on OSX.
BUG=angleproject:596
TEST=angle_end2end_tests,
dEQP-GLES3.functional.texture.* (no regressions),
dEQP-GLES3.functional.shaders.texture_functions.* (no regressions),
dEQP-GLES3.functional.state_query.texture.* (no regressions)
Change-Id: Icd73d6e29f84a341ed5ff36d5ec5cb2f469cb4e8
Reviewed-on: https://chromium-review.googlesource.com/333352
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8415b5fd
|
2016-04-26T13:41:39
|
|
Pass ContextImpl to Framebuffer methods instead of ContextState.
BUG=angleproject:1363
Change-Id: I7e7524d95f2ca31c35918f9fe5c0cb681ed93616
Reviewed-on: https://chromium-review.googlesource.com/340746
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
437fa654
|
2016-05-03T15:13:24
|
|
Add a ContextImpl class.
This class can contain impl-specific functionality for a Context.
This will eventually replace the Renderer class, and we can then
start passing around a gl::Context instead of gl::ContextState.
In D3D11, the ContextImpl could hold a DeferredContext, which would
enable multi-thread rendering. In GL, we can implement non-virtual
(native) Contexts. In Vulkan it might store the logical device.
BUG=angleproject:1363
Change-Id: I39617e6d1a605d1a9574832e4d322400b09867ec
Reviewed-on: https://chromium-review.googlesource.com/340745
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3f572680
|
2016-04-26T13:41:36
|
|
Rename gl::VertexArray::Data to gl::VertexArrayState.
BUG=angleproject:1363
Change-Id: I5acf670bd88988941676cc9bc75606d55cca224e
Reviewed-on: https://chromium-review.googlesource.com/340744
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
15243d9b
|
2016-04-26T13:41:35
|
|
Rename gl::Shader::Data to gl::ShaderState.
BUG=angleproject:1363
Change-Id: I49cb5d7319742487c8c00c58ec58f9a29561b9c1
Reviewed-on: https://chromium-review.googlesource.com/340743
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|