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bccb0d56
|
2021-05-11T13:53:05
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|
Add messages for framebuffer completeness errors.
This also creates a common code path for all framebuffer
completeness errors (FramebufferStatus::Incomplete) which
helps for adding a debug breakpoint.
Bug: angleproject:5949
Change-Id: Ib102dbf86e020777e56c6dc6b78dda8ebdba2127
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2888110
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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ea3f501e
|
2020-08-18T11:13:33
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Feedback Loop Redesign 3/3: Remove feedback loop tracking.
We now we detect feedback loops by tracking the Framebuffers that the
Texture is bound to. We still have the old tracking method that counts
sampler and image bindings in the code as well.
This CL removes the old front-end tracking for feedback loops. It's no
longer used by any back-ends. This removal should reduce CPU overhead
around Texture and Program binding changes. Reverts the image binding
tracking to the simpler scheme that tracks if a Texture has ever been
bound as an Image. This should practically have little or no perf
effect and we can reinstate some simpler tracking in the future if
required.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: Idc625d6e4c519919f97a4dc72dd9c35d262706fb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2363210
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
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d0b270e6
|
2020-08-14T21:55:17
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Feedback Loop Redesign 1/3: Framebuffer Serials.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
Because FBOs are unique to a Context, a Texture could be bound to two
different FBOs with the same ID. In this CL we introduce a new Serial
for the FBO which is unique to an EGL Share Group. This way we can
ensure we don't make the wrong call when a Texture is referenced by a
Framebuffer. It also replaces the old FB serial which was again only
unique to a particular Context.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: I0a9989d861a4132bd3b7ed85f699a4448ff37a4e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358849
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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81370214
|
2020-07-29T12:54:02
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|
Pass the Command when sync'ing dirty objects
A new enum is being created that contains command types, which are then
passed to each dirty object when they are synced. This allows the
syncState() methods to perform special handling for each command type.
This change is in preparation for optimizing resolving multisample
images with glBlit, since the render pass needs to be updated before
it's ended.
Bug: angleproject:4753
Change-Id: I77701f79418d35cff689e864c8a8b47b6fca0255
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2327335
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Charlie Lao <cclao@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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d4874cb3
|
2020-06-25T10:49:32
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Reformat Framebuffer::readPixels
Reformat Framebuffer::readPixels and its overriding methods
to the following method signature
angle::Result readPixels(const Context *context,
const Rectangle &area,
GLenum format,
GLenum type,
const PixelPackState &pack,
Buffer *packBuffer
void *pixels);
This will allow capture replay tool to use its own PixelPackState
to read pixels from framebuffer without having to set the global states
Bug: angleproject:4787
Change-Id: Idc64179d8e8f6b5163ef0747f239cd5172a2491b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2267417
Commit-Queue: Manh Nguyen <nguyenmh@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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1033d55d
|
2020-04-07T14:01:24
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Pass binding enum to Framebuffer::syncState.
Will allow us to determine if we're clearing the read or draw FBO. Then
we can stash clears for the draw FBO only and issue them immediately
for the read FBO in the Vulkan back-end.
Bug: angleproject:4517
Change-Id: Ifc043317d6156a75749b13f9d2c44a17e14ee378
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2139997
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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c916fe8a
|
2020-04-02T16:57:49
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|
Don't call syncState inside FBO queries.
This prevents a syncState ordering issue that was confusing FBO sync
when robust resource init is enabled. Also cleans up some redundant
format processing for the half float extensions.
Bug: angleproject:4517
Change-Id: Ieb13fc5203cf824a3e8affda96ea5cbbd89d78ee
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134411
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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c9c4e4ed
|
2020-04-02T10:29:52
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|
Track rendering feedback loops by-context.
This fixes an issue where feedback loops detection would trigger false
positives based on texture use in multiple contexts.
1) there are two contexts, C1 and C2, sharing resources
2) in C1, there is a texture T bound to GL_TEXTURE_2D, and a program in
use that will sample C1
3) in C2, a framebuffer is created and T is bound to it
This fix indexes each set of active bindings in an object by ContextID.
We can potentially redo this solution in the future if this proves to
have too much tracking overhead.
Includes a test writen by Ken Russell.
Bug: angleproject:4517
Change-Id: I67012e68947c42d863dca193972576c82d5f3712
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134406
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
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64b7c4ff
|
2018-10-19T11:38:04
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|
Use angle::Result in front-end (Part 3)
Handles the gl::Framebuffer class and its implementation.
Bug: angleproject:2491
Change-Id: I3b9c0609e9277264ccdb370596500562df3b7d15
Reviewed-on: https://chromium-review.googlesource.com/c/1280743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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6f755b21
|
2018-10-09T12:48:54
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|
Use angle::Result in front-end. (Part 1)
This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.
Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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13455079
|
2018-05-09T11:24:43
|
|
Pass a context pointer to Framebuffer[Impl]::getSamplePosition
BUG=angleproject:2464
Change-Id: Icd260db9bbd11699b2d0f6152e898c38baa4844d
Reviewed-on: https://chromium-review.googlesource.com/1052219
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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19fa1c6f
|
2018-03-08T09:47:21
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Return an Error from Framebuffer::syncState.
This pipes errors up from the Impl to the top level. There are
still a few places were error swallowing is needed, because the
Framebuffer API doesn't support returning an error.
Bug: angleproject:2372
Change-Id: Idc06bda1817fd28075940f69874d8b6ba69194f9
Reviewed-on: https://chromium-review.googlesource.com/954290
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
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ce8602ab
|
2017-10-03T18:23:08
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WebGL requires GL_FRAMEBUFFER_UNSUPPORTED for identical FBO attachments.
If the same level of a texture is attached to multiple color
attachments of a framebuffer object, for example, the WebGL
conformance tests require generating a GL_FRAMEBUFFER_UNSUPPORTED
error. The Direct3D backend already had this restriction; apply it to
all backends when the WebGL compatibility extension is enabled.
Fixes the following WebGL conformance tests with the pass-through
command decoder in Chrome:
conformance/extensions/webgl-draw-buffers-framebuffer-unsupported
conformance2/rendering/framebuffer-unsupported
BUG=angleproject:2168
Change-Id: I340d06ca0ee969989c6c5725512b1b9542281477
Reviewed-on: https://chromium-review.googlesource.com/699856
Commit-Queue: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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d4826159
|
2017-09-21T11:18:59
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Vulkan: Only init RenderPass once per frame.
This saves some time spent in the driver, by making multiple draw
calls happen inside a single RenderPass.
This also makes the ReadPixels impl method non-const. I think in
the future we should avoid making const Impl methods unless they're
totally trivial.
BUG=angleproject:1898
Change-Id: I39172270a2f7dc5c1c2e3d4cc50af3bac8a29fa1
Reviewed-on: https://chromium-review.googlesource.com/672148
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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4928b7ca
|
2017-06-20T12:57:39
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|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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c564c070
|
2017-06-01T12:45:42
|
|
Pass gl::Context to impl methods instead of ContextImpl.
In some cases we might have to call back into the GL layer, passing
the Context, and if we just have a ContextImpl pointer this isn't
possible. It also removes the need for SafeGetImpl.
BUG=angleproject:2044
Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6
Reviewed-on: https://chromium-review.googlesource.com/516835
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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876429b7
|
2017-04-20T15:46:24
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|
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>
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dd43e6cd
|
2017-03-24T14:18:49
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|
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>
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6c1f671b
|
2017-02-14T19:08:04
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|
Add destroy hooks for several GL objects.
These hooks allow the back-end renderer to free object resources
without having to store pointers to shared device handles for
each and every object. This will allow us to save memory on
back-ends that really care about memory overhead.
There is a downside in that there is more boilerplate in passing
gl::Context handles around everywhere.
BUG=angleproject:1684
Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7
Reviewed-on: https://chromium-review.googlesource.com/426401
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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bddc46b4
|
2016-12-09T09:50:51
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|
ES31: Implement multisampled Textures.
Implement TexStorage2DMultisample and getMultisamplefv entry point.
Also modify sample state for Textures and Framebuffers.
BUG=angleproject:1590
TEST=angle_unittests
TEST=angle_end2end_tests
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_color_2d
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_depth_2d
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_tex
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_rbo
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_non_zero_level
TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_high_sample_count
TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_zero_sample_count
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_1_texture_2d
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_4_texture_2d
Change-Id: I8fa7bd4e73b95745858a3e16b1b92004b4a18712
Reviewed-on: https://chromium-review.googlesource.com/414309
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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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>
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48ef11b2
|
2016-04-27T15:21:52
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|
Rename gl::Framebuffer::Data to gl::FramebufferState.
Moving this out of the Framebuffer class allows us to forward-
declare it.
BUG=angleproject:1363
Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112
Reviewed-on: https://chromium-review.googlesource.com/340741
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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9082b982
|
2016-04-27T15:21:51
|
|
Rename gl::Data to gl::ContextState.
Part of the new world order of renaming the Obj::Data classes to ObjState.
BUG=angleproject:1363
Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e
Reviewed-on: https://chromium-review.googlesource.com/340740
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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60ec6ea7
|
2016-01-22T15:27:19
|
|
Implement dirty bits for Framebuffer.
The dirty bits set the stage for performance improvements in D3D, but
don't actually reduce any of the redundant work just yet.
BUG=angleproject:1260
Change-Id: Ib84e6a9b7aa40c37c41790f492361b22faaf4742
Reviewed-on: https://chromium-review.googlesource.com/318730
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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4028159e
|
2015-11-19T18:24:44
|
|
Using dirty bit notification for D3D11 viewport state
BUG=angleproject:1161
This is a continuation of the dirty bit refactor
Change-Id: I101f415094dd406f6b0a40cb260f1cbbfec7b62c
Reviewed-on: https://chromium-review.googlesource.com/313249
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Dian Xiang <dianx@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Dian Xiang <dianx@google.com>
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cc86d64e
|
2015-11-24T13:00:07
|
|
Make Framebuffer size check ES2-only.
This is an ES2-only incompleteness check. We also need to require
matching dimensions in D3D11, but make this an implementation
specific check. Also make all implementation specific errors
'UNSUPPORTED' since that catches all "non-ES" framebuffer
restrictions.
Note that we can't be conformant here in D3D11 currently, since the
spec only makes an exception for mismatching formats for UNSUPPORTED,
not for size checks. However, we don't have an easy solution.
BUG=angleproject:1225
Change-Id: Ic80a04bce397fc12643b010c874f432033babc5d
Reviewed-on: https://chromium-review.googlesource.com/313990
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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e79b1e14
|
2015-11-04T16:36:37
|
|
D3D11: Restrict use of MAX_UINT element indexes.
We need to block the app from using MAX_UINT on D3D11 because we can't
disable primitive restart on this platform. Instead generate an
INVALID_OPERATION error, which is spec-compliant in ES3 because the
result is undefined behaviour. This is also compliant with WebGL which
explicitly defines an error here.
BUG=angleproject:597
Change-Id: I7ebc5371b63ff860dc6dddf79939e9629ebb2a3c
Reviewed-on: https://chromium-review.googlesource.com/309638
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|