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fb997ec1
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2017-09-20T15:44:27
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Removed "name" and "used" from variable location.
The used flag was redundant with the index (which used MAXUINT). The
name was redundant with the stored uniform. Removing these gives a
very minor performance speed up when iterating and retrieving
uniform locations.
BUG=angleproject:1390
Change-Id: Ieeccdff7c131e1359e754e246d3648b73aad5baf
Reviewed-on: https://chromium-review.googlesource.com/659224
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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855d964b
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2017-05-17T14:05:06
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Prefix user-defined names in GLSL output
Now user-defined names are prefixed by _u in GLSL output in case name
hashing is not on. Internal names such as names of temporary variables
created in AST transformations are written out as such.
This makes handling of internal function names and internal variable
names consistent. It also removes the possibility of name conflicts
between user-defined names and internal names in case name hashing is
not on. In the same vein, it makes it safe to use GLSL reserved words
that are not reserved in ESSL as variable names in case name hashing
is not on.
This also makes the GLSL output more consistent with how names are
handled in HLSL output. Name hashing code is shared between
VariableInfo and OutputGLSLBase to ensure names are handled
consistently in both. The name that's used in the shader source for a
given interface variable is written out to ShaderVariable::mappedName.
An exception needs to be made for identifiers close to the length
limit, since adding any prefix would take them over the limit. But
they can be just written out as such, since we don't have any builtins
or ANGLE internal variables that have as long names and could create a
conflict.
BUG=angleproject:2139
BUG=angleproject:2038
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38
Reviewed-on: https://chromium-review.googlesource.com/507647
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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eaef1e5e
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2017-06-13T10:44:11
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Link atomic counters to buffers
Gather counters from each shader and group them according the
layout qualifier 'binding' into each buffer.
BUG=angleproject:1729
TEST=angle_end2end_tests:AtomicCounterBufferTest
Change-Id: I8d0cd0d2bf65be37c035b0e1540481c8bee0bae4
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65ec0b2e
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2017-03-28T16:10:52
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ES31: Add support for bindImageTexture on GL backend
This patch refers to https://chromium-review.googlesource.com/c/380636/
BUG=angleproject:1987
Change-Id: If621eed6ecaa7298214843a2a133801ca1487b03
Reviewed-on: https://chromium-review.googlesource.com/462088
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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bd044ed8
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2017-06-05T12:59:21
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Defer shader compiles when possible.
When using the program binary memory cache inside ANGLE, this will
give a potential fast path. If the user doesn't query the shader
compile status or info log before calling LinkProgram, then we can
check the program cache before translating the program, and if it
finds a hit, we don't even need to call the translator.
To preserve the shader settings at compile time, a reference to the
current shader translator is kept in a binding pointer on the call
to compile. This mirrors a similar implementation in Chromium's
command buffer. Also the compile options and source are cached at
compile to preserve the correct shader state.
BUG=angleproject:1897
Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212
Reviewed-on: https://chromium-review.googlesource.com/517379
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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ddb5eb56
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2017-03-14T13:36:18
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Fix build failure in UniformLinker.cpp on Linux
This patch adds the declaration of libANGLE/features.h in UniformLinker.cpp
to fix the build failure on Linux when you use gn to build ANGLE alone.
BUG=angleproject:1938
Change-Id: I19636df8f81b307e6d2e08fdac286cfb3f705eab
Reviewed-on: https://chromium-review.googlesource.com/454083
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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b78707c8
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2017-03-09T15:03:11
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Move default-block uniform linking to a separate file
The code is easier to understand when it's encapsulated better.
This change is pure refactoring with no functional changes.
BUG=angleproject:1442
TEST=angle_end2end_tests
Change-Id: I6128fd72c65ca7a87af596cda4866c74c2a66c48
Reviewed-on: https://chromium-review.googlesource.com/452502
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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