src/tests/gl_tests


Log

Author Commit Date CI Message
Jonah Ryan-Davis fce1e2d1 2019-06-04T15:02:08 Extend eglGetPlatformDisplay to allow feature overrides. Add EGL_FEATURE_OVERRIDES_ENABLED_ANGLE and EGL_FEATURE_OVERRIDES_DISABLED_ANGLE to submit lists of strings naming the features that should be overridden (either enabled or disabled) on display creation. Bug: angleproject:1621 Change-Id: I4bb75c5dbab0e3b701a72069c38f8c60ecfffad2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1646595 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Clemen Deng 2589cdcc 2019-06-11T11:38:41 GLSLTest stack overflow bug fix Bug: angleproject:3514 Change-Id: Id02bdb230dce0435b0b33db101d196596d6e8c93 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652435 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Kenneth Russell 6064e6ab 2019-06-11T04:01:12 Reland "Temporarily disable creating D3D debug device." This reverts commit 28394c2295335929c17bbfe0ab74f923cd234ff2. Reason for revert: may be the cause of flakiness on Win10 Debug (NVIDIA) per http://crbug.com/972914 . Original change's description: > Revert "Temporarily disable creating D3D debug device." > > This reverts commit 3d544fffe7ff9284b21e3a15f638297c827bbc21. > > Reason for revert: Seems like flakiness is not related. > > Suppress D3D11 test failures uncovered by re-enabling D3D debug device: > ComputeShaderTest.DispatchCompute > Texture2DTestES3.TextureImplPropogatesDirtyBits > D3DTextureTestMS.* > > Also a small fix to ANGLETestBase::checkD3D11SDKLayersMessages > to clear reported messages, otherwise the failures are also reported > for tests following the one with the actual failure. > > Original change's description: > > Temporarily disable creating D3D debug device. > > > > To diagnose whether Windows Intel end2end tests flakiness > > is related to creating debug device and new version of Windows SDK. > > > > Bug: angleproject:3153 > > Change-Id: Ica7eae3fe875e22203b6dfd98b83604d66a97737 > > Reviewed-on: https://chromium-review.googlesource.com/c/1476954 > > Reviewed-by: Geoff Lang <geofflang@chromium.org> > > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> > > Bug: angleproject:3153, angleproject:3493 > Bug: angleproject:3501, angleproject:3512, angleproject:3513 > > Change-Id: I232da72aa09c2b9230cf179dd54e1731f8365f8e > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1480854 > Reviewed-by: Yuly Novikov <ynovikov@chromium.org> > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> TBR=ynovikov@chromium.org,geofflang@chromium.org,jmadill@chromium.org Change-Id: I38a5cc9bb6ebcd50e97e40cc972a82679e73732a No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:3153, angleproject:3493, angleproject:3501, angleproject:3512, angleproject:3513 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1652784 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Yuly Novikov 28394c22 2019-02-21T03:24:58 Revert "Temporarily disable creating D3D debug device." This reverts commit 3d544fffe7ff9284b21e3a15f638297c827bbc21. Reason for revert: Seems like flakiness is not related. Suppress D3D11 test failures uncovered by re-enabling D3D debug device: ComputeShaderTest.DispatchCompute Texture2DTestES3.TextureImplPropogatesDirtyBits D3DTextureTestMS.* Also a small fix to ANGLETestBase::checkD3D11SDKLayersMessages to clear reported messages, otherwise the failures are also reported for tests following the one with the actual failure. Original change's description: > Temporarily disable creating D3D debug device. > > To diagnose whether Windows Intel end2end tests flakiness > is related to creating debug device and new version of Windows SDK. > > Bug: angleproject:3153 > Change-Id: Ica7eae3fe875e22203b6dfd98b83604d66a97737 > Reviewed-on: https://chromium-review.googlesource.com/c/1476954 > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Bug: angleproject:3153, angleproject:3493 Bug: angleproject:3501, angleproject:3512, angleproject:3513 Change-Id: I232da72aa09c2b9230cf179dd54e1731f8365f8e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1480854 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Tim Van Patten 70642e42 2019-06-05T14:55:49 Vulkan: Implement ES 3.0 rasterizer discard Rasterizer discard is a feature that allows the graphics pipeline to skip the fragment shader stage. Implementing rasterizer discard in Vulkan is as easy as not binding a fragment shader binary. Tests for rasterizer discard live in dEQP-GLES3.functional.rasterizer_discard.*. Bug: angleproject:3214 Test: dEQP-GLES3.functional.rasterizer_discard.* Change-Id: I0815df3b70f6f9cdc6c8c87ec4813bb629d8bd5f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1646692 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi b407e1a0 2019-06-03T17:15:51 Vulkan: implement ES3 blit Augment the resolve shaders to be able to stretch and blit too. The UtilsVk resolve function is accordingly expanded to include blit. Bug: angleproject:3200 Change-Id: I30b172a5e388089735ab494f55cbfdc2781a8bf9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1635753 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 266a9e8d 2019-06-05T15:15:10 Vulkan: Move descriptor pools into ProgramVk. Previously ContextVk owned the descriptor pools. We were trying to maximize descriptor reuse to conserve memory. However the default uniforms would have no possible sharing. And because uniform buffers are usually unique to a program it's likely there would be less reuse. Image descriptors could be shared. But with the advent of a descriptor cache in the Program it becomes difficult to manage the cache through descriptor pool recycling. Moving the pools into the Program simplifies the cache management. We could look at adding back more reuse in the future. Also shifts driver uniforms back into the end of the descriptor sets to make indexing into the Program's descriptor pools simpler. Bug: angleproject:3117 Change-Id: I52bb49cf322d944ad7cf08791efdf24b7fe573ce Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1644775 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5993d899 2019-06-03T13:05:38 Vulkan: Use storage buffers for index conversion shader. This allows us to use the shader regardless of driver support for texel buffer views. It also allows us to convert indices on the GPU unconditionally. We add a new internal compute shader that converts pairs of indices into a packed single uint value that stores two 16-bit values. In the future we could add support for converting primitive restart indices. Should speed up benchmarks on systems which didn't have R8_UINT support for compute shader buffers. Bug: angleproject:3490 Change-Id: I56ca0cabb094e97f36ab4edc779e6c8ad2d2601e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1639058 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Kimmo Kinnunen 4a757416 2019-06-03T14:04:01 D3D: Fix heap corruption when copying texture arrays Do not use depth dimension when copying normal 2D textures of a 2d texture array. It copies past the end of the buffer obtained via ID3D11DeviceContext::Map(). Fixes a case which can be reproed with the payload disabled: gn args out\debug --args="is_debug=true" ninja -C out\debug angle_end2end_tests out\debug\angle_end2end_tests ^ --gtest_filter=Texture2DArrayCopy.SnormFormats* --gtest_catch_exceptions=0 ^ --gtest_repeat=-1 Bug: angleproject:2865 Change-Id: Id9bc5489fa41749d1b1d2e87992166b1a0af76fc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1641247 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Anders Leino 12a52423 2019-06-03T10:39:54 Sharpen GL test skip condition for NVIDIA The skip condition for GLSLTest_ES3.VaryingStructNotInitializedInVertexShader is modified to not skip NVIDIA on windows. Bug: angleproject:3413 Change-Id: I126d9fa9e36c3b6c07abfd24bdaf6feb76ac4f6f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1640208 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tim Van Patten 0a56f0e3 2019-05-14T17:07:27 Vulkan: Update front face mode during syncState() When handling DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING in syncState(), the call to update the front face was missing, so culling could be enabled for the wrong front faces. Bug: angleproject:3237 Test: Verify 3D apps render (more) correctly Test: New SimpleStateChangeTest end2end tests Change-Id: I1d94a977bea9e48d90b5346861e5565d2371cadd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1611753 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi 172e5d37 2019-05-29T10:00:50 Vulkan: Implement universal stencil resolve This is done by resolving stencil into a temporary buffer and copying that into the stencil aspect of the resolved image. Bug: angleproject:3200 Change-Id: I29111b44db2cb093acc4544034fbe61178f055a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1635709 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Jamie Madill 06055b5e 2019-05-29T14:31:42 Update Windows AMD suppression. Should have been specified for OpenGL instead of D3D11. Bug: chromium:967796 Change-Id: I099ab51709f69e7abb7fe698e6010241bdccb4bf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1635751 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi f2a1c384 2019-05-21T16:32:49 Vulkan: Implement multisampled framebuffers Simultaneously implements ANGLE_framebuffer_multisample and ES3 multisampled framebuffers. Additionally, implements ES3 framebuffer blitting where multisampled framebuffers are involved. Bug: angleproject:3203 Bug: angleproject:3204 Bug: angleproject:3200 Change-Id: I5694a30f71168e807688a9568e3742b81d907918 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1622667 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Anders Leino 262e2824 2019-05-20T14:24:40 Use D3D11 GetDimensions driver workaround for 3D textures Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects all integer format textures, because the dimensions are used for sample position calculations with integer format textures, which leads to sampling outside texture when the base level is non-zero. Bug: angleproject:3441 Change-Id: Ic54328e3d712e28a40efb4e63b8fce0baeb4ef42 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1619785 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang ded5f903 2019-05-01T13:58:27 Vulkan: Make the Vulkan renderer thread safe. Gate all access to the queue and caches with mutexes. Does not handle sharing of resources in share groups across threads yet. BUG=angleproject:2464 Change-Id: I297f8f1a535b99efca663cf72bac3d90df8b5d97 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1592253 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill 29ac274f 2019-05-28T15:53:00 D3D11: Suppress failing Texture test on AMD. Bug: chromium:967796 Change-Id: I48280909db9c927c12d3c0d97f1ad451dffb849e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1632949 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Anders Leino 69d04939 2019-05-20T14:04:13 Use D3D11 GetDimensions driver workaround for 2D array textures Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects all integer format textures, because the dimensions are used for sample position calculations with integer format textures, which leads to sampling outside texture when the base level is non-zero. Bug: angleproject:3441 Change-Id: Ic012cac94ce0a627221087ecb2ee6aa3665900d1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1617780 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kimmo Kinnunen FI <kkinnunen@nvidia.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Anders Leino 1b6aded6 2019-05-20T12:56:34 Test D3D11 GetDimensions driver workaround for textureProjOffset Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects all integer texture formats because the dimensions are used for sample position calculations on integer format textures, which leads to sampling outside the texture when the base level is non-zero. Bug: angleproject:3441 Change-Id: I9d2f8fa8e66caca704cbc46d4933d3f97aaf93ea Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1617779 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kimmo Kinnunen FI <kkinnunen@nvidia.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 3fe06eb3 2019-05-21T17:37:25 D3D: Make sure Lod0 functions are never referenced in non-fragment shaders. The lod0 functions would not be declared but could still be referenced by vertex shaders. BUG=angleproject:3471 Change-Id: I635a8465ce68dc22a6f7387b30bf7e93b14dd67d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1622741 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Jamie Madill 6722009e 2019-05-20T11:12:53 Vulkan: Handle dirty RTs with state messages. Prior to this CL we were handling dirty state change notifications by flushing the RT Images just prior to use or just after they were changed. This could lead to a few redundant checks in several places. It also meant we needed an owner pointer from the RT to the parent Image. This pointer would be null for Surfaces and Renderbuffers. This cleans up the image flushing logic to be handled by dirty bit notifications. When an app updates an attached Texture with TexSubImage or related calls it will send a notification to the Framebuffer. The Framebuffer then sets a dirty contents bit that is handled in the implementation. In Vulkan this means flushing the dirty bits. Requires adding a flag to the FramebufferImpl class to determine if we need to syncState before we checkStatus. Adding the option allows us to only call syncState for the GL back-end. Not calling syncState allows the robust resource init operation to happen *before* we syncState. Which in turn allows FramebuffeVk to initialize the VkImages in one go. Added new regression tests for Texture updates. This might not cover all cases. I found it was very hard to trigger some of the resource update staging in TextureVk. Bug: angleproject:3427 Change-Id: Idfa177436ba7fcb9d398f2b67922e085f778f82a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601552 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jiawei Shao e794ddc8 2019-05-10T11:05:10 OpenGL: Remove all attachments before executing internal clear This patch fixes a bug in BlitGL::clearRenderbuffer() by removing all the attachments of mScratchFBO before attaching the real target of clear to keep mScratchFBO always being incomplete. Without this fix, the WebGL CTS tests mentioned in issue 2760 will fail on Intel OpenGL drivers when Chromium is using pass through command buffer because when a multisampled depth renderbuffer is attached to mScratchFBO, mScratchFBO will sometimes become incomplete because it may already have a non-multisampled color attachment. Bug: angleproject:2760 Test: angle_end2end_tests Change-Id: Id206fb4b338545ab46aba118e80d288158dcd8ec Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1612305 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Yuly Novikov d2683459 2019-05-23T16:11:19 Skip Texture2DIntegerTestES3.IntegerTextureNonZeroBaseLevel on Win AMD OpenGL Bug: angleproject:3478 Change-Id: I8f0ffeb0da31d08f4f4f45048d295c847cf095bd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1626328 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Michael Spang 6bb193c8 2019-05-22T16:32:21 Vulkan: Implement glImportSemaphoreFdEXT Allow importing file descriptors into semaphores on linux. This can be used to synchronize ANGLE's GL renderer with respect to vulkan composition in chromium. Bug: angleproject:3289 Change-Id: I04ba3bbb2e343baa000ff89c21c03ca36163a713 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1623812 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jeff Gilbert d9fa0744 2019-04-25T14:57:26 Emit OVR_multiview2 on ESSL/GLSL outputs. Add ARB_shader_viewport_layer_array support to SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER. Bug: angleproject:3404 Change-Id: Ia89517d0cc92400ce47c9118e8c1abf8285aec41 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1585452 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Anders Leino 8224a58b 2019-05-20T12:39:29 Normalize fragment color in Texture2DIntegerTestES3 The sampler returns colors with components in the range 0-255. Bug: chromium:963595 Change-Id: I7030ab9da6e0803e3aaf8aef4691ce7276636b10 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1617778 Reviewed-by: Kimmo Kinnunen FI <kkinnunen@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Michael Spang 5093ba67 2019-05-14T17:36:36 Implement resource management for GL_EXT_semaphore This implements glGenSemaphoresEXT, glDeleteSemaphoresEXT, and glIsSemaphoreEXT. It's not possible to do anything useful with them yet. Bug: angleproject:3289 Change-Id: I20ad90dbcd3fc573a4650c8531d6e1b8ccf7ca9b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1623811 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Anders Leino e4452440 2019-05-09T13:29:49 Fix integer cube map sample HLSL calculation This patch fixes two issues in the HLSL generated to sample an integer cube map. The first issue was that an inappropriate major axis was selected when sampling from corners of the cube map. In particular, the added test case demonstrates a situation where a major axis of length 0 was selected, which lead to an infinite LOD being calculated. The fix was to adjust inequalities such that always exactly one of xMajor, yMajor and zMajor is true. The second issue was that the derivative functions ddx and ddy were being used on values that depended on the choice of major axis, which is not continuous at the corners of a cube map. This lead to a finite but incorrect LOD being calculated. The fix was to make sure major axis choice is not included when estimating the scaling factor. Bug: angleproject:3442 Change-Id: Ia3eb8c89f47d1bfdadc18aec989e8cbebc088ec0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601515 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yuly Novikov 01f98cbf 2019-05-21T12:21:36 Skip failing MultisampleTest on Nexus 6P and NVIDIA Shield TV Bug: angleproject:3464, angleproject:3470 Change-Id: Ie864118ceebfc0d72aa95928a02ef0939be5b89a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1620992 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Tom Anderson 08146a27 2019-05-17T10:40:44 Remove non-source sources from binary targets No behavior changes. BUG=chromium:964411 Change-Id: I843757e65f110882c01514fe6bf4aed28e07dd21 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1617011 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi b16d69c3 2019-05-13T16:28:27 Vulkan: Add support for surface multisampling A multisample image is created for the surface if multisampling is enabled. Prior to present, this multisample image is resolved into the swapchain image. FramebufferVk::readPixelsImpl similarly has got the ability to resolve the region of interest into a temporary image prior to readback. Tests are added to render a point, line and a triangle on a 4x multisampled surface. Bug: angleproject:3204 Change-Id: I34aca502fa1918b5cbf000ff11521c350372e051 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1610188 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 06de90c6 2019-05-16T12:46:54 Vulkan: Re-enable a handful of suppressed ES3 tests Few features are already implemented but the suppressions were not removed. Bug: angleproject:2392 Bug: angleproject:2394 Bug: angleproject:3199 Bug: angleproject:3219 Bug: angleproject:3423 Change-Id: Iefd6c10f5ec774e174901114b35410c0d397085f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1614428 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Anders Leino 60cc751a 2019-05-06T09:25:27 Use D3D11 GetDimensions driver workaround for integer cube maps Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects integer cube maps because the dimensions are used for sample position calculations, which leads to sampling outside the cube side textures when the base level is non-zero. Bug: angleproject:3441 Change-Id: I151f9336b9c6d8ec7012bf5010a2d45fb2951e73 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1595688 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 311e8086 2019-05-15T13:25:56 Do struct mapping under conditions Struct mapping consumes lots of time when the array lengh is very large. And it's done unconditionally. This CL does struct mapping only if it's a struct assignment or passing the struct to a function. In the next step, we can use a function to do struct mapping instead of struct array initialization. Bug: angleproject:2967 Change-Id: Ie5a74fa05dbc0255ad664d6265dbb880a624f01e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1612978 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Jamie Madill 36f47169 2019-05-15T15:36:06 Suppress flaky OpenGL ES3 test. Texture2DIntegerTestES3.IntegerTextureNonZeroBaseLevel/ES3_OpenGL Bug: chromium:963595 Change-Id: I6cdd845a5b7bc1a4b5a16029eaf170db40f1787c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1613894 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Courtney Goeltzenleuchter eaf2d928 2019-04-18T16:31:25 Add support for OES_depth_texture Note: Includes workaround for http://anglebug.com/3452 - some Android devices do not indicate filtering support on VK_FORMAT_D16_UNORM. Bug: angleproject:3103 Test: angle_end2end_tests --gtest_filter=DepthStencilFormatsTest.DepthTexture/* angle_end2end_tests --gtest_filter=DepthStencilFormatsTest.PackedDepthStencil/* angle_end2end_tests --gtest_filter=DepthStencilFormatsTest.DepthTextureRender/ES2_VULKAN Change-Id: Ic325fb94ab0e619a17c2e149e0e0865fa4142f3a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1575426 Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi b783fbc7 2019-05-10T23:16:17 Vulkan: Fix matrix uniforms A piece of code shared with d3d was used to implement this feature. However, we store the uniform data transposed and row-major in d3d to accomodate the fact that matrix indexing in HLSL is the opposite of GLSL (mat[row][col] in HLSL as opposed to mat[col][row] in GLSL). There were two functions that copied the source matrix fields either as column-major or source-major (corresponding to `transpose` false or true respectively in glUniformMatrix*) into a row-major destination. These functions are refactored into one, which copies from any-major source to any-major destination. The HLSL backend uses the "to row-major" variant and the Vulkan backend uses the "to column-major" variant. Bug: angleproject:3198 Change-Id: I7254da4fbe6916af78c5906abcb82ca01674ab9f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1607541 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
shrekshao 7d798558 2019-05-13T13:40:09 Skip validating draw buffers when RASTERIZER_DISCARD is enabled. Bug: 962555, 962636 Change-Id: I4a22f83689252b7b7e51bbb3fc80e8f0d601a43f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1610701 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shrek Shao <shrekshao@google.com>
Shahbaz Youssefi 0ae59f2a 2019-05-10T15:45:27 Add test to verify uniform matrix upload Bug: angleproject:3198 Change-Id: Icb63d036a756b849c44d36342c7ba2fc2db0f910 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1604069 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
shrekshao 3dbe480b 2019-05-06T15:59:07 Validating draw buffers now also considers color mask settings It will always return true if all 4 channels of color mask are set to false. This should only apply to WebGL. Will fix this in a later patch. Bug: chromium:958374 Change-Id: I46befaf3ae1b63027dfbb309ac32724c616025d3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1594629 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi fdbece20 2019-05-09T18:06:34 Vulkan: Support unsigned int uniform types Bug: angleproject:3198 Change-Id: Iac5d1389f4f466b7886246d8ca529e8f26a6a5bd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1603629 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 9fa248e1 2019-05-06T14:55:18 Vulkan: Implement EXT_draw_buffers In GLES, color attachments are referenced by their indices. These indices match between the API and GLSL. For example, if a shader has: layout(location=0) out color; layout(location=3) out roughness; Then GLES would bind and enable GL_COLOR_ATTACHMENT0 and GL_COLOR_ATTACHMENT3. In Vulkan, the framebuffer object and the corresponding renderpass define the color attachments, and they don't allow gaps in color attachments as GLES does. A render subpass creates the mapping between the color attachments as defined in the framebuffer and the attachments used by the shader (with possible gaps). This change packs the enabled GL color attachments for the sake of the framebuffer, and sets the subpass up in such a way that the shaders continue to use the same color output indices as GLES. In the example above, we have the attachment indices as follows: Status | GLES | GLSL | RenderPass | Subpass enabled 0 0 0 0 disabled 1 - VK_ATTACHMENT_UNUSED disabled 2 - VK_ATTACHMENT_UNUSED enabled 3 3 1 1 That is, the array of color attachments in the Vulkan framebuffer/renderpass is: [0] = GL color attachment 0 [1] = GL color attachment 3 And the array of color attachment references in the Vulkan render subpass is: [0] = 0 (index 0 of the renderpass attachment array) [1] = VK_ATTACHMENT_UNUSED [2] = VK_ATTACHMENT_UNUSED [3] = 1 (index 1 of the renderpass attachment array) Bug: angleproject:2394 Change-Id: Ib6cd2b60882643ea152986eee453270d09cd4aed Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1595442 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Jonah Ryan-Davis 776694cd 2019-05-08T10:28:55 Change all ANGLE workarounds to use struct definition with info. Change each workaround from a simple bool to a struct with info including name, workaround set, description, and bug IDs. This will help with future workaround integration with Chrome. Bug: angleproject:1621 Change-Id: Ia27c180abaf845e280060c803e5994cc3152a057 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593917 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Mingyu Hu ebab670c 2019-04-19T14:36:45 Adding new extension GL_OVR_multiview GL_OVR_multiview functions exactly the same as GL_OVR_multiview2. All GL_OVR_multiview2 tests now also repeat the same test using GL_OVR_multiview Bug: angleproject:3341 Change-Id: I7e5294fb6bbf7692535174a15da6a42e1b5fc4e2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1575904 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 5cbaa3f8 2019-05-07T15:49:22 Don't inherit ANGLETest SetUp and TearDown. Instead of inheriting from testing::Test's SetUp and TearDown we add new methods 'testSetUp' and 'testTearDown'. This helps prevent a common error of forgetting to call the base class method. Also add a check in the ANGLETest destructor that SetUp and TearDown have been called. Bug: angleproject:3393 Change-Id: Iab211305cc06ffea9ca649e864ddc9b180f2cba0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593960 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tobin Ehlis e9421b2c 2019-04-08T15:16:56 Vulkan:Only apply invariant pragma to output vars The "#pragma STDGL invariant(all)" directive should only be applied to shader output vars. This change also removes the workaround SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT which is no longer needed. This change fixes two tests that were incorrectly assuming that the pragma would be applied to inputs: GLSLTest.InvariantAll[Both|In]. Bug: angleproject:1293 Bug: angleproject:3285 Change-Id: I4eb03fa89fbc7c560150ee0cc32382024b0cb3e3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1558678 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Commit-Queue: Tobin Ehlis <tobine@google.com>
Shahbaz Youssefi 216f73d0 2019-04-12T13:32:30 Vulkan: add uniform buffer object support Support for layout qualifiers in interface blocks are added. All interface blocks are adjusted to either be in std140 or std430. In the Vulkan backend, a new descriptor set is added for UBOs. A dirty bit is added for UBO updating and pipeline layouts and descriptor bindings are updated. Bug: angleproject:3199, angleproject:3220 Change-Id: I271fc34ac2e1e8b76dee75e54a7cff0fe15fe4ee Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565061 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Anders Leino f6cbe44a 2019-04-18T15:32:07 Use D3D11 GetDimensions driver workaround for 2D integer textures Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. A test is added which reads from non-zero base level integer texture. When the workaround is not being used, reads outside the first quadrant return black. Bug: chromium:679639 Change-Id: I5282a1ba207b2d553d1836f9460ec09cb5590ea6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1591594 Commit-Queue: Kimmo Kinnunen FI <kkinnunen@nvidia.com> Reviewed-by: Kimmo Kinnunen FI <kkinnunen@nvidia.com>
Shahbaz Youssefi 3e62561c 2019-05-06T11:48:52 Suppress test hitting Nvidia shield driver bug The same test was hitting a bug with the Nvidia driver on windows+gles. Bug: angleproject:3413, angleproject:3417 Change-Id: I39426291eac731bcda068829686e09cf406ff661 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1595438 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi e25ff9d8 2019-05-01T00:02:05 Vulkan: Fix qualifiers for varyings `out` variables in the vertex shader and `in` variables in the fragment shader were not decorated with `layout(location=?)` as they should according to the Vulkan GLSL spec. This change makes sure these decorations are present regardless of whether the compiler sees these variables as EvqVaryingIn/Out or EvqVertexOut/FragmentIn. Bug: angleproject:3412 Change-Id: I66473e876cb989a60b0c6d6a5850a8b2c763d8e2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1590694 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yi Xu 80147d11 2019-04-30T16:21:24 Add support for dynamically allocate initial stack for Angle By updating YYLTYPE_IS_TRIVIAL to true, YYSTACK_RELOCATE can be enabled, so we can dynamically allocate stack size based on needs. BUG=angleproject:3028 Change-Id: I1b9cc0768cd0c6955589695e703595c56d43f24a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593954 Commit-Queue: Yi Xu <yiyix@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi 051b0896 2019-04-15T15:39:39 Vulkan: Fix layout substitution for struct varyings If the shader contains code such as the following: struct S { vec4 field; }; out S varStruct; The layout qualifier macro is defined as @@ LAYOUT-varStruct @@. However, the Vulkan backend was replacing @@ LAYOUT-field @@. Bug: angleproject:3220 Change-Id: Iae15003867e0bed2cc939159a6653429c7a431e0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1571389 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Jamie Madill 3e251337 2019-05-02T16:12:54 Removed SizedFloat helper class from upload tests. This helper was redundant with the image utils library. Switch the test to use the existing methods. Doesn't affect test correctness. This removes more 'configless' tests from angle_end2end_tests. Bug: angleproject:3393 Change-Id: I49cfbd95c3713b2b4b25c4716a7a279d84ddf994 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1591426 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 69f72b41 2019-05-02T16:12:54 Simplify ANGLE test config names. We don't need to use upper case. Lower case can be more readable. Skip a test on Linux/NV/Vulkan that became flaky after changing the test order. Bug: angleproject:3393 Change-Id: Ie027e08ddc9d47b9484cf5b1aaca72a05dd60517 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1574676 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill ddc4d33a 2019-05-01T15:11:46 Remove several underused platform configs. * Removes D3D11 Warp and Reference configs from tests. * Removes several permutations of OpenGL back-end specific configs. * Removes FL 9_3 since it is no longer supported. * Removes present path "Copy" since it's redundant with normal D3D11. Reduces number of configs from over 60 to 25. Bug: angleproject:3393 Change-Id: Ia5a23de3c4865b17ee50673a4066757b901a4b5a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1574675 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 3089f92e 2019-05-01T15:11:46 Move EGL Display config into EGLPlatformParameters. This CL moves all of the EGLDisplay configuration into an EGL platform struct. Consolidating display configuration in the struct allows us to move configuration out of the test constructor. Then when we filter test configs we don't need to wait for the individual test setup. Bug: angleproject:3393 Change-Id: I5bd06dcdc9f2867ebc43c1d4984077ada35cafc8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1574674 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill b8149075 2019-04-30T16:14:44 Clean up ANGLE test extension functions. None of these functions needed to be member functions. Also make the naming more consistent. Bug: angleproject:3393 Change-Id: I7aafe2269a48af703a87bd9a8cf4cfab9e177dd3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1574673 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
shrekshao 15ce8227 2019-03-18T19:25:21 Fix error report when active color buffer has no fs output Also modify or remove some tests to sync up with the expected behavior stated in spec. Related to https://github.com/KhronosGroup/WebGL/pull/2780 If any draw buffer with an attachment does not have a defined fragment shader output, draws generate INVALID_OPERATION. Also remove Framebuffer masking for inactive outputs. This workaround is no longer necessary as the WebGL spec has changed. It also was never fully working and had bugs with certain orders of calls. Bug: angleproject:2872 Bug: chromium:927908 Bug: chromium:943538 Change-Id: I73715a6ab851ae3db7096f49ea0a9fdd6f576703 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1530018 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Geoff Lang 6f691fbb 2019-04-25T11:01:52 Port the WebGL2 framebuffer-texture-changing-base-level test to native A nearly direct port of the https://www.khronos.org/registry/webgl/sdk/tests/conformance2/rendering/framebuffer-texture-changing-base-level.html test for easier debugging. BUG=angleproject:2291 Change-Id: Ibc8a7e77629f1ea3f15e92ea93f1210fa850c524 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1584361 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shrek Shao <shrekshao@google.com>
Geoff Lang fb6fbdbc 2019-04-12T15:16:30 Return that polling queries have completed after context loss. KHR_robustness says that certain queries that poll such as GetSynciv with SYNC_STATUS should still generate errors after context loss but also return that the result is available. BUG=angleproject:3379 Change-Id: Ibf61f8481bc7c3d1b4fa8979dc404d0ca3952fcd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1566142 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 5a0f64b6 2019-04-23T16:06:47 D3D: Require cube completeness to create render targets TextureD3D_Cube::isFaceLevelComplete skips checks for the base level because it assumes that isCubeComplete has already been called to verify the base level. This assumption is not correct for some cases like glCopyTextureCHROMIUM which attempts to create a render target from cube maps that may not be complete. This caused us to create render targets from incomplete cube maps and then fail to upload data to the cube faces because the sizes or formats did not match between the images and render target. TEST=conformance/more/conformance/quickCheckAPI-S_V.html BUG=angleproject:3384 Change-Id: Iceb9415debfa07436fea1eb4bc23d0ec05679839 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1578957 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Xinghua Cao 1b0acbb5 2019-04-23T15:17:56 Add cases with multiple draws and dispatches D3D11 cannot allow the same (sub)-resource bound as both a SRV and an UAV at the same time. If render pipline and compute pipeline access the same texture, must unset conflicting SRVs and UAVs before drawing and dispatching on D3D backend. Currently, these cases could not pass on D3D11 backend. Bug: angleproject:3152 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: I3ed19d7586625aac7fe9f46f86341d136d148019 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1578131 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Jamie Madill 0631e19b 2019-04-18T16:09:12 Vulkan: Rename Vulkan "Texture" format to "Image" Also adds some comments to vk_format_utils.h. Bug: angleproject:3372 Change-Id: I529b9b189e4cdfd400c3c981a47139727d9954ab Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565062 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yuly Novikov d18c048a 2019-04-04T19:56:43 Remove Nexus 5X Vulkan test suppressions. SimpleStateChangeTest.DrawArraysThenDrawElements TextureUploadFormatTest.All VertexAttributeTest.UnsignedByteNormalized VertexAttributeTest.ByteNormalized EXTMultisampleCompatibilityTest.DrawAlphaOneAndResolve was skipped on all Android for unspecified reason in https://chromium-review.googlesource.com/c/angle/angle/+/451877 seems to be passing now. Make some suppressions OpenGL ES specific: MultisampleCompatibilityTest.DrawCoverageAndResolve RobustResourceInitTest.TexImageThenSubImage RobustResourceInitTest.ReadingPartiallyInitializedTexture RobustResourceInitTestES3.MultisampledDepthInitializedCorrectly RobustResourceInitTest.MaskedDepthClear RobustResourceInitTestES3.MaskedDepthClearBuffer RobustResourceInitTest.MaskedStencilClear RobustResourceInitTestES3.MaskedStencilClearBuffer TransformFeedbackTest.OffsetResetOnBeginTransformFeedback Bug: angleproject:3262 Bug: angleproject:3124, angleproject:2657, angleproject:2797 Change-Id: I3ed7a3f0ebbb4598bff75e2b3bd8b3b0630779f8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1572484 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Michael Spang f02a767d 2019-04-09T18:45:23 Vulkan: Implement glTexStorageMem2DEXT This implements support for creating textures that alias vulkan images allocated inside external memory. Bug: angleproject:3289 Change-Id: Iad071f353a217793102ae737647c7cd572f7b0ad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552029 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Michael Spang <spang@chromium.org>
Shahbaz Youssefi 422c94bd 2019-04-12T13:37:19 Vulkan: Enable ES3 fragment output attribute locations GLSLTest_ES3 end2end tests are enabled for Vulkan, though with suppressions for other features that are missing. Bug: angleproject:3199 Change-Id: Ie744e160eab2df9a5a4f2c67ea5acf4b865ea5bf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565058 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 82bcffa7 2019-04-17T10:45:25 Disable parallel compile for d3d11 compute To observe whether the flaky issues still show up with the feature disabled. Bug: angleproject:3349 Change-Id: I0eae861ad76212fb4a65b57c1e1b5e8c583d6a3b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1571027 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Geoff Lang 057b76e1 2019-04-12T14:48:59 Implement GL_CHROMIUM_lose_context. This is useful for testing context lost behaviour. BUG=angleproject:3379 Change-Id: If0e1538553b1761e313fc36ccde5138cd495200f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1566141 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Michael Spang 3b2c6bfd 2019-04-16T17:19:50 Vulkan: Implement glImportMemoryFdEXT Allow importing opaque file descriptors into memory objects on linux. Currently this just holds onto the file descriptor rather than calling vkAllocateMemory immediately. The latter will be easier once we have support for suballocation (anglebug.com/2162). Bug: angleproject:3289 Change-Id: Ia80ce07b2a9ec95b9063feb9bfeb24ffe77fa40e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552028 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Mingyu Hu 7d64c486 2019-03-12T14:27:40 GL_ANGLE_multiview has been renamed to GL_OVR_multiview2. changes include: 1) GL_OVR_multiview to GL_OVR_multiview2 extension directive change 2) Removal of all references to side by side. We no longer support multiple views in a single 2DTexture. Only 2DTextureArray's are supported 3) WebGL 2 (ES3) is required for multiview Bug: angleproject:3341 Change-Id: Ie0c1d21d7610f8feebdb2e4d01c6947f57e69328 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552023 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Corentin Wallez e02ad4d3 2019-04-16T14:12:37 Suppress tests crashing on teardown on Win Intel D3D11 BUG=angleproject:3349 Change-Id: Ib86f8b87d719919c980240d3220521a3c7f8a942 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1569466 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Qin Jiajia e7da32f1 2018-12-27T15:31:47 Fix the failure in UpdateImageTextureInUse If we update the texture data between two dispatch calls, ReadPixels can't get right result after the second dispatch call. The failure reason is that after the first dispatch, ReadPixels will sync framebufer state which will update color render target. Finally, TextureD3D::ensureRenderTarget is reached. However, we are in compute pipeline. mTexStorage->isRenderTarget() will be false. That results the current texture will create a new render target storage. But the UAV is still bound with the previous texture storage. If there is no texture dirty bit between these two dispatch calls, applyTexturesForCompute won't be called. After the second dispatch, readPixels will read data from the new texture storage which is not updated. Bug: angleproject:3015 Change-Id: Ib2494ab8bf6e12faefc0a7370719d383526c36ba Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1390710 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Shahbaz Youssefi d3ec341d 2019-04-10T11:37:07 Fix LineLoopStateChangeTest to actually draw square and hourglass The test claimed to be drawing an hourglass followed by a square. That is: ---- \/ /\ ---- followed by: ---- | | | | ---- With the end result being: ---- |\/| |/\| ---- However, in reality it was drawing two hour glasses with the same result. That is: ---- \/ /\ ---- followed by: |\/| |/\| Bug: angleproject:3361 Change-Id: I59a2930f78e6e448b6ccb2e5f70c73ff0f15a2ea Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1561650 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis 5646a7cc 2019-04-12T16:42:56 Uniform buffers not dirtied for gl_VertexID workaround on D3D11. Related to: https://chromium-review.googlesource.com/c/angle/angle/+/1520988 The program uniform buffers were dirtied for this edge case, but it should have been the driver uniform buffers. This CL fixes this and adds a tests case which catches this. Bug: 945903 Change-Id: I6142771e200513ed0251fc97cec68d371d39ec1a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565059 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shrek Shao <shrekshao@google.com>
Jamie Madill 4877ef35 2019-04-12T10:36:00 Ensure deleteTexture preserves correct texture cache. Also adds a test contributed by jgilbert@mozilla.com. Bug: angleproject:3375 Change-Id: Ibd52daa074bf53b2b213193ccf5a612705a89c67 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565052 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yuly Novikov e29b61e6 2019-04-11T17:02:42 Skip ParallelShaderCompileTestES31.LinkAndDispatchManyPrograms Flaky on Win NVIDIA D3D11 Bug: angleproject:3359 Change-Id: I56a0e4266f1cd0913852a43852666dee055a8e00 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1564562 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Shahbaz Youssefi 2249d4a7 2019-04-05T16:48:55 Vulkan: remove clear depth ability from clearWithDraw This partially reverts the following change: 60ec8f576 Vulkan: break dependency to the depthClamp feature The feature is no longer necessary, and simplifies the usage of utility shaders. Bug: angleproject:2361 Change-Id: I1e87ac8d2517c5a3b50e3d0cddd55c852e0e3e7d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1555313 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
Shahbaz Youssefi 127990f9 2019-04-04T13:52:04 Vulkan: Use render pass loadOp for scissored clears At this point, every clear is done through render pass loadOp, except masked color or stencil clears. The only fallback is clearWithDraw, that can clear both color and stencil at the same time. Bug: angleproject:2361 Change-Id: I805fc12475e832ad2f573f665cdfeb766e61a6d0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1553740 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
Yuly Novikov e6b23e45 2019-04-10T17:19:15 Skip Texture2DTestES3.TextureImplPropogatesDirtyBits on Win AMD GL Bug: angleproject:3371 Change-Id: I7601e6b658835b9c948acab98491f5bd01ea9497 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1562517 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Michael Spang a0b00e97 2019-04-09T18:45:22 Vulkan: Expose GL_EXT_memory_object_fd & GL_EXT_semaphore_fd If the vulkan driver has support for VK_KHR_external_memory_fd or VK_KHR_external_semaphore_fd, add the GL versions of these to the vulkan renderer's extensions. Bug: angleproject:3289 Change-Id: I7f04b5cf883f93f6ccd579c2b75d6831b854bfd0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552027 Commit-Queue: Michael Spang <spang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tim Van Patten f39b4f02 2019-04-09T12:04:51 Vulkan Android: Remove workaround to clamp the point size This is to remove the workaround introduced by anglebug.com/2599 since Nexus 5x devices aren't in the farm anymore and the tests pass on Pixel devices. Bug: angleproject:2599 Test: angle_deqp_gles2_tests Test: angle_end2end_tests Change-Id: I14f724494909486a2164ddd734a95b6980429f29 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1559202 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill e4458b7b 2019-04-08T16:26:50 Fix glCopyTexSubImage3D. Two bugs were present in our implementation. We were using the y offset for z in ensureSubImageInitialized. And for our D3D back-end we were potentially reading from the wrong image index. Bug: chromium:947342 Change-Id: If39671a911e08fcc641b9ba6f5910e3a2c16eb5d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1558671 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Geoff Lang 3702d8c9 2019-04-08T13:44:06 Propogate dirty bit signals from TextureImpl to Texture up to Context. If TextureImpl sets a local dirty bit and signals gl::Texture of it, the dirtyness is not propogated to context. This can result in draw calls with textures that are not synchronized BUG=949985 Change-Id: I9baf82c96598265a6a4850f1fd48e213b5e98ab5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1556699 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Tim Van Patten 7d689863 2019-04-08T12:31:33 Re-Enable MipmapTest.TextureCubeGeneralLevelZero/ES2_VULKAN The test MipmapTest.TextureCubeGeneralLevelZero/ES2_VULKAN was disabled for Vulkan Android due to Nexus 5x and Pixel 2 issues. The Nexus 5x has been removed from the test infrastructure and the Pixel 2 issue seems to have sorted itself out. Bug: angleproject:2817 Test: angle_end2end_tests MipmapTest.TextureCubeGeneralLevelZero/ES2_VULKAN Change-Id: I85bb56707def2906194c34942fcd74a811255abc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1558293 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
Yuly Novikov 0086a8ac 2019-04-09T09:15:59 Skip LineLoopStateChangeTest.DrawElementsThenDrawArrays on Win Vulkan AMD Bug: angleproject:3361 Change-Id: I39c595e1b8ab73520422e2dd3433cd007a1415a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1559789 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Shahbaz Youssefi 65d10f3b 2019-03-21T16:30:31 Vulkan: Implement robust resource initialization If a texture or renderbuffer needs to be cleared for robust access or due to having emulated channels, it is immediately cleared. The former relies on a front-end feature that optimizes robust access clears only to levels and layers that are not fully initialized through data upload. Bug: angleproject:2722 Change-Id: Icdab856eb4ffe963f78569b6d80d9ff5cb27ff9b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1535056 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
shrekshao 8413faba 2019-04-04T17:13:18 Fix formsRenderingFeedbackLoopWith check To make it pass the following webgl conformance test https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance/rendering/rendering-sampling-feedback-loop.html It used to fail due to 1. Didn't check if texture unit is sampler complete 2. Only checked active drawbuffers. But drawbuffer settings shouldn't be taken into account when checking drawing feedback loop. On top of applying these 2 functional fixes, I also tried to do some optimization by unwrapping the nested for loop for program sampler bindings and texture unit in `Program::samplesFromTexture` and putting them outside of the draw buffer loop according to the old comment by Antonie @piman. https://codereview.chromium.org/2461973002/ > ... turning it around (for each texture check if it's also an attachment, instead of for each attachment check if it's a bound texture). In particular, we have an upper bound on the number of attachments, so we can look them up outside the loop into a fixed size buffer on the stack - and the very common case will be to only have 1 of them making the inner loop cheap. But this unwraps sort of breaks the code structure. An alternative way would be passed in a framebuffer pointer into `Program::samplesFromTexture` but that would ends up in tight class coupling. I am a bit unsure here. Would like to hear if think this change is okay in terms of code style. In addition to further speed up this check (as it runs for every draw validation) I added a cache mLastColorAttachmentId indicating the last i of GL_COLORATTACHMENTi that is not GL_NONE to shorten this inner loop. In most scenario we won't have up to max number of color attachments. A side note: this is still failing https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance2/rendering/depth-stencil-feedback-loop.html But it's because the test case doesn't fit the spec at this moment. I will update this test later. Bug: chromium:660844 Change-Id: I6d718dada71a5d989caac04de03f2454f2377612 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1553963 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shrek Shao <shrekshao@google.com>
Jamie Madill bfc5df16 2019-04-08T12:54:56 Remove function pointers in CopyTexture3DTest. No longer needed with the ANGLE loader. Bug: None Change-Id: If206c529efaee5b81b68059341dcc6e841126842 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1556698 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi efec568b 2019-04-03T15:19:26 Expand clear tests for more mask combinations The test was previously either masking every three aspect (color, depth and stencil) or none. This was not exercising every clear path in the Vulkan backend. Bug: angleproject:3241 Change-Id: Ief4085ea302ec17bffe30b1f8510ae357fd01290 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1551523 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Shahbaz Youssefi f6c937f8 2019-04-02T17:04:08 Vulkan: fix masked stencil clear Previously, masked stencil clear was done by clearing every stencil bit to the ClearValue & Mask. The correct behavior as implemented in this change is to clear only the bits that are set in Mask. This can only be done through a draw call, with ClearValue as the stencil reference, and Mask as the stencil write mask. Note: this change relies on the depthClamp Vulkan feature which is not available on ARM. Bug: angleproject:3241 Change-Id: I0a181c32f881ee813f144e7bdd6f42c8ea6f1966 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1548442 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
Shahbaz Youssefi 43997017 2019-03-30T23:24:01 Vulkan: fix non-float clear with draw Instead of using one draw call that clears all attachments, multiple draw calls are issued that clear a single attachment each. This allows us to have a manageable number of variations for the ImageClear.frag shader, now that non-float format support is introduced. Bug: angleproject:3187 Change-Id: Ic0c1067a396250bd80f31d00cad5a272acff8be8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1545523 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0719a88e 2019-04-03T13:15:17 Fix OOB access for dynamic attribs with offsets. We were not properly adding the offset to compute the right bounds. Bug: chromium:943709 Change-Id: I93e714b46dd366d5833fffa858ea3ab0322ffa92 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1548441 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Jamie Madill 24980278 2019-04-03T09:03:51 D3D11: Skip DepthTexturesWithMipmaps on AMD/D3D11. Possible driver bug. Bug: angleproject:3342 Change-Id: Ia171a7ac0d764859c4440b1fe2986aa931ff75c2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1550799 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
jchen10 89899748 2019-01-16T08:32:25 ParallelCompile: D3D compute This parallelizes the compiling and linking for compute shaders on the D3D backend. Bug: chromium:849576 Change-Id: Idd6b418cb9c2448209c15eab2756599f8ff7af4c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1415725 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Shahbaz Youssefi db4ed317 2019-03-29T00:32:45 Vulkan: glClearBuffer* implementation Refactors FramebufferVk::clear such that specific render targets could be cleared, with clear values not necessarily set through glClearColor etc. FramebufferVk::clearWithRenderPassOp is modified so that loadOp and clear values are set after the render pass has been registered in the graph. This allows multiple glClearBuffer calls to coalesce into the same render pass. glClearBuffer calls are then implemented simply as calls to the refactored clear function with the appropriate parameters. Bug: angleproject:3187 Change-Id: I2fdfcbea5bf244f63ec981b91caca47f5ee3cd3a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1545204 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Shahbaz Youssefi d3fd67e0 2019-03-29T23:22:34 Add a test for glClearBuffers of render targets of same FBO This test is to ensure the upcoming Vulkan implementation can coalesce all the calls into a single render pass clear. Bug: angleproject:2361 Change-Id: I816907b3512715c1d3217689413b6c8e9842a37a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1544973 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Shahbaz Youssefi 1d72f658 2019-03-29T22:42:45 Add a test for glClearColor followed by glClearBuffer This test is to ensure the upcoming Vulkan implementation uses the right colors for each render target. Bug: angleproject:2361 Change-Id: Ibc6f8b474ac598a20d8cc9ac1c7fd18667370cbf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1544972 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 6cb0cff5 2019-03-28T11:01:22 Add a test for masked/scissored multi-attachment clear Done after noticing a bug in the Vulkan backend where masked (and possibly scissored) color clears were only clearing the first attachment. Bug: angleproject:2361 Change-Id: I471d337b1c3a3a5e17748690ae2222a6351773ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1544971 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Yuly Novikov d02c17f9 2019-03-28T16:49:39 Mark vertex attributes dirty during context switches gl::State::mDirtyCurrentValues is a second tier of gl::State::DIRTY_BIT_CURRENT_VALUES bit. Marking mDirtyCurrentValues dirty during context switches treats them in the same way as other gl::State::mDirtyBits are treated. This has regressed in https://chromium-review.googlesource.com/c/angle/angle/+/722423 where individual current values bits were squashed into one. Bug: chromium:920033 Change-Id: I778515f11c975f8d88bd2d8c08c49160fd011497 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1545009 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 9cce3cd9 2019-03-27T15:24:12 Update texure cache after teleting bound texture. The texture cache could become out of sync. And we could end up dereferencing an invalid pointer. Bug: chromium:943538 Change-Id: I6a99a04e80fc551b6177e25b7bee09c6ae226340 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1541718 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>