src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp


Log

Author Commit Date CI Message
Geoff Lang b66a9097 2016-05-16T15:59:14 Add support for OES_EGL_image_external and OES_EGL_image_external_essl3. BUG=angleproject:1372 Change-Id: I8489e7fd0ab409b0775041ad5e9fbf0aab53886d Reviewed-on: https://chromium-review.googlesource.com/344734 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Olli Etuaho 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>
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill 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>
Ian Ewell 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>
Jamie Madill 48ef11b2 2016-04-27T15:21:52 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>
Corentin Wallez 9670b03e 2016-04-29T09:47:47 Revert "Finish NV12 support via streams." Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc. Change-Id: I6e54305eba02b40927a35577594df39e951adb32 Reviewed-on: https://chromium-review.googlesource.com/341430 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 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>
Ian Ewell 9b8b359f 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: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860 Reviewed-on: https://chromium-review.googlesource.com/339454 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
Geoff Lang b0a53105 2016-04-01T11:43:54 Add a NativeWindowD3D abstract class to handle native window interactions. The previous NativeWindow class included D3D11 headers while being included in all D3D backds and had platform-dependent includes and members. This turns it into an abstract class that only implements the minimal functionality for each renderer. BUG=angleproject:1345 Change-Id: I8f20339dd6bba719e574a1dcb3ec859897c9228f Reviewed-on: https://chromium-review.googlesource.com/336780 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang ae2d0a0e 2016-04-15T15:04:14 Fix incorrect dirty bit state tracking on D3D9 AMD with color masks. When using the zero color mask workaround in StateManager9, the blend state and blend equation were being modified. This caused inconsistant state if the workaround stopped being used in subsequent draw calls. To deal with this issue, dirty the BLEND_ENABLED and BLEND_EQUATION states when the COLOR_MASK changes and dirty the COLOR_MASK state wheneither BLEND_ENABLED or BLEND_EQUATION changes. BUG=597107 Change-Id: I03de934b419b7593e4863838720ced1e5773c092 Reviewed-on: https://chromium-review.googlesource.com/339280 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Jamie Madill 52b09c2f 2016-04-11T14:12:31 Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 53a36004 2016-04-08T19:03:18 Revert "Re-land "D3D11: Implement dirty bits for VertexArray11.""" Seems to make the following dEQP test flaky: dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate. BUG=angleproject:1327 This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f. Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208 Reviewed-on: https://chromium-review.googlesource.com/337961 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Ian Ewell ec2c0c5e 2016-04-05T13:46:26 Update internal AttributeMap type to EGLAttrib. Newer EGL functions use EGLAttrib to pass in attributes, which can be either 32-bit or 64-bit depending on the system while the old attributes are passed in as EGLints, which are usually 32-bits. To support these newer functions, AttributeMap now uses EGLAttrib internally instead of EGLint, and all the code using AttributeMap has been updated to cast properly. BUG=angleproject:1348 Change-Id: I7c4dd9ef23ea1b1741f3a565502fb5e26bf962d7 Reviewed-on: https://chromium-review.googlesource.com/337162 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
Jamie Madill 3477f3a6 2016-03-29T17:15:29 Re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. BUG=angleproject:1327 Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9 Reviewed-on: https://chromium-review.googlesource.com/334225 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Ian Ewell 701b74b0 2016-03-02T15:26:39 Add support for EGL_KHR_stream. EGL_KHR_stream is now implemented. Since the extension does not come with any producers or consumers, it does not have much functionality and the implementation is therefore very simple (validation layers and a new object to store some attributes). This however add the groundwork to add the appropriate consumer and producer extensions to stream D3D NV12 textures directly into ANGLE which will significantly improve video performance on Chromium on D3D-based platforms. BUG=angleproject:1332 Change-Id: Ie240c73869f5098d1215cc5e27aa5decd06c3ed1 Reviewed-on: https://chromium-review.googlesource.com/330003 Commit-Queue: Ian Ewell <ewell@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7d712e7d 2016-03-29T21:54:33 Re-land "Clean up Buffer11." This cleans up some messy stuff from the emulated index buffers, which were caching variables that didn't need to be cached. Also add in missing error checks. This touches a lot of code. Re-land with a fix for clang-win build. BUG=angleproject:1327 BUG=angleproject:1310 Change-Id: I31ed81c7242782bef7c5f6cde2192552f7ff9403 Reviewed-on: https://chromium-review.googlesource.com/336052 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e34deaa3 2016-03-30T01:50:40 Revert "Clean up Buffer11." Fails Clang-win because of std::forward ..\..\third_party\angle\src\libANGLE/Error.h(60,40): error: no matching function for call to 'forward' BUG=598944 BUG=angleproject:1327 BUG=angleproject:1310 This reverts commit 041d678b4764484386f934df927f00a5df48a351. Change-Id: I9fb0685cd01090b1faf8417ffa3c9b49eeb4510e Reviewed-on: https://chromium-review.googlesource.com/336040 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 041d678b 2016-03-29T17:00:47 Clean up Buffer11. This cleans up some messy stuff from the emulated index buffers, which were caching variables that didn't need to be cached. Also add in missing error checks. This touches a lot of code. BUG=angleproject:1327 BUG=angleproject:1310 Change-Id: Icd722d57d9449388fbabc62c7ea37f0526a568ff Reviewed-on: https://chromium-review.googlesource.com/334731 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 00f394ec 2016-03-16T12:09:11 Revert Dirty bits for VertexArray11 This is a combination of two reverts: Revert "D3D11: Remove unused mRenderer from VertexArray11." Revert "D3D11: Implement dirty bits for VertexArray11." Reverting only the first commit would trigger warnings on the Windows clang bot. BUG=594509 BUG=angleproject:1327 This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4. This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9. Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7 Reviewed-on: https://chromium-review.googlesource.com/332989 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7d8585b8 2016-03-09T15:53:12 D3D11: Implement dirty bits for VertexArray11. Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. BUG=angleproject:1327 Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b Reviewed-on: https://chromium-review.googlesource.com/330173 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill d8fa9215 2016-03-02T11:51:43 D3D: Refactor VertexBuffer::getSpaceRequired. By making this a virtual call to BufferFactoryD3D (aka RendererD3D), we can also stop having side-effects in the BufferD3D class of creating a static buffer storage when we only want to know the space required for some vertex elements. This refactoring will aid implementation of VertexArray11 dirty bits. BUG=angleproject:1327 Change-Id: I0e34c6e9f5da35edebc179d578ad9392dc0166db Reviewed-on: https://chromium-review.googlesource.com/329741 Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Cooper Partin 534bf87b 2016-02-09T11:33:29 Implemented instanced rendering for emulated point sprites Non-instanced PointSprite emulation for lower feature levels is implemented using D3D DrawIndexedInstanced and an instanced vertex buffer containing a pointsprite quad. GL instanced rendering using glDrawArraysInstanced and glDrawElementsInstanced with pointsprite emulation is performed using a for-loop. The loop iterates over each instance to render and adjusts the buffer offsets accordingly. This is not performant and is only used and required by this chosen pointsprite emulation method. Indexed instanced (glDrawElementsInstanced), uses the same offset loop because the vertex buffer containing the data to be rendered has already been expanded using getEmulatedIndexedBuffer(). Expanding the buffer makes the two rendering operations similar enough to share code. BUG=angleproject:1279 TEST=angle_end2end_tests Change-Id: If46cc9f158e29f5518c70ad630b3228f474a9f8b Reviewed-on: https://chromium-review.googlesource.com/321407 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill c9bdeff4 2016-02-08T12:36:55 D3D11: Refactor RenderTarget apply into StateManager11. This is a refactoring patch only, and doesn't change the behaviour. The intent is to make it easy to turn on the Framebuffer dirty bits in a subsequent patch, once we can cleanly handle textures and renderbuffers getting recreated. BUG=angleproject:1260 Change-Id: Iaa5cfe222b020724e088eee5f1ae909b6f981a08 Reviewed-on: https://chromium-review.googlesource.com/325423 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 00140f4a 2016-02-03T18:47:33 Revert "Pass texture base level to shaders on D3D11" This reverts commit 3026829e155bd89b5ca5b7b7c5267699b9192557. Change-Id: I0b4c3f5b1453b993b149423bb1ce407f4918cf54 Reviewed-on: https://chromium-review.googlesource.com/325435 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 3026829e 2016-01-15T16:40:00 Pass texture base level to shaders on D3D11 The base level is passed to shaders in a uniform block created specifically for passing sampler metadata. This is done on feature levels above 9_3, which treat samplers as indices to sampler arrays in shaders. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I846f2fc195ab1fd884052824ffd3c1d65083c0fb Reviewed-on: https://chromium-review.googlesource.com/322122 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Olli Etuaho 9b4e8626 2015-12-22T15:53:22 Redesign samplers in shaders on D3D11 Translation of samplers to HLSL on D3D11 is changed as follows: Instead of passing around HLSL sampler and HLSL texture references in shaders, all references to ESSL samplers are converted to constant indices within the shader body. Each ESSL sampler is identified by an unique index. In the code generated to implement ESSL texture functions, these indices are used to index arrays of HLSL samplers and HLSL textures to get the sampler and texture to use. HLSL textures and samplers are grouped into arrays by their types. Each unique combination of a HLSL texture type + HLSL sampler type gets its own array. To convert a unique sampler index to an index to one of these arrays, a constant offset is applied. In the most common case of a 2D texture and a regular (non-comparison) sampler, the index offset is always zero and is omitted. The end goal of this refactoring is to make adding extra metadata for samplers easier. The unique sampler index can be used in follow-up changes to index an array of metadata passed in uniforms, which can contain such things as the base level of the texture. This does not solve the issues with samplers in structs. The interface from the point of view of libANGLE is still exactly the same, the only thing that changes is how samplers are handled inside the shader. On feature level 9_3, the D3D compiler has a bug where it can report that the maximum sampler index is exceeded when in fact it is not. This can happen when an array of samplers is declared in the shader. Because of this the new approach can't be used on D3D11 feature level 9_3, but it will continue using the old approach instead. BUG=angleproject:1261 TEST=angle_end2end_tests, dEQP-GLES3.functional.shaders.texture_functions.* (no regressions) dEQP-GLES3.functional.texture.units.* (no regressions) Change-Id: I5fbb0c4280000202dc2795a628b56bd8194ef96f Reviewed-on: https://chromium-review.googlesource.com/320571 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 46e6c7a5 2016-01-18T14:42:30 Add stubs for no_error extension. In some cases ANGLE flushes state for FBOs during validation. For testing of the state synching code for FBOs, this makes end-to-end testing impossible. Solve this by partially implementing a hidden no_error extension, hidden to the user by not exposing the extension string, but allowing us to skip validation of some of the FBO methods that require checking for complete FBOs. BUG=angleproject:1280 BUG=angleproject:1260 Change-Id: I708f348ccec6697b974c48cd890ec75a703abe21 Reviewed-on: https://chromium-review.googlesource.com/322210 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 7f448b58 2015-12-16T13:31:57 Add an EGL_ANGLE_surface_orientation extension. BUG=angleproject:1262 Change-Id: Ifbb0f5302311a68a0c6f02baaea706cbb7055a52 Reviewed-on: https://chromium-review.googlesource.com/320011 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 666cb828 2016-01-04T17:44:09 Revert "Add an EGL_ANGLE_surface_orientation extension." Compilation warnings on clang. This reverts commit 18cc14b5951842ede85c06dcbc0bba230bcedc45. Change-Id: If58047486116e34ef30c4b317d3fb47cd2349d15 Reviewed-on: https://chromium-review.googlesource.com/319822 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 18cc14b5 2015-12-16T13:31:57 Add an EGL_ANGLE_surface_orientation extension. BUG=angleproject:1262 Change-Id: I863c46c8557604da045447550f7d69831c9f06b5 Reviewed-on: https://chromium-review.googlesource.com/318780 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Dian Xiang 5aeed4cc 2015-12-09T13:36:43 Using dirty bit notification for D3D9 viewport state BUG=angleproject:1249 This is a continuation of D3D dirty bit refactor for D3D9 performance enhancements Change-Id: Iedd7eb003981cac7f81a58560cb326760f01c06a Reviewed-on: https://chromium-review.googlesource.com/317313 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang a8893120 2015-12-08T16:37:21 Using dirty bit notification for D3D9 scissor state BUG=angleproject:1249 This is a continuation of D3D dirty bit refactor for D3D9 performance enhancements Change-Id: I480bb95414a1baf71e7768a1704b34ae55244ed1 Reviewed-on: https://chromium-review.googlesource.com/316917 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
Dian Xiang 6ae40ea5 2015-12-07T20:15:28 Using dirty bits notification for D3D9 depth stencil state BUG=angleproject:1249 This is a continuation of the D3D dirty bit refactor for D3D9 for performance enhancements Change-Id: I8690d47999b73483c47f4994dc46cd97f4ced63d Reviewed-on: https://chromium-review.googlesource.com/316449 Tryjob-Request: Dian Xiang <dianx@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
Dian Xiang c660ba8e 2015-12-07T22:42:33 Using dirty bit notification for D3D9 rasterizer state BUG=angleproject:1249 Continuation of refactor for d3d9 dirty bit refactor for performance enhancements Change-Id: I414cc9bfbdc806d870a9f208895f411edf5adcf3 Reviewed-on: https://chromium-review.googlesource.com/316515 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
John Bauman fe3e46ab 2015-11-24T19:13:55 Add EGL_ANGLE_flexible_surface_compatibility This extension allows users of ANGLE to make contexts current with surfaces that were created with different bit depths. BUG=angleproject:1223 Change-Id: I9072c256e0a36aee1ce41ab69cb9a04240bf0521 Reviewed-on: https://chromium-review.googlesource.com/314935 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: John Bauman <jbauman@chromium.org> Tested-by: John Bauman <jbauman@chromium.org>
Dian Xiang 3e03ebd6 2015-12-07T13:15:10 Using dirty bits notification for D3D9 blend state BUG=angleproject:1249 Dirty bit notifications are used in GL and D3D11 for state tracking. This is a continuation of D3D dirty bit refactor for D3D9 Change-Id: Ifaa1826a93cf36c83d68150107b164d1d269c2b0 Reviewed-on: https://chromium-review.googlesource.com/316475 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Dian Xiang <dianx@google.com>
Dian Xiang 02bbec19 2015-12-02T16:54:53 Refactoring RendererD3D to not have virtual functions for state calls BUG=angleproject:1242 Draw calls get called many times. Eliminating the number of virtual function calls will help with performance. Renderer9 and Renderer11 now have diverging paths for managing state with the dirty bits. Hence, we can remove some of the virtual calls. Change-Id: Ic5d69e744826f1c4f4ae168bca058f4743ff0843 Reviewed-on: https://chromium-review.googlesource.com/315229 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Dian Xiang <dianx@google.com>
Dian Xiang 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>
Austin Kinross 063d9e78 2015-11-19T17:24:47 Add support for EGL_EXT_platform_device This allows an application to use EGLDeviceEXT to initialize EGL. For example, if an application wants to initialize EGL using an existing D3D11 device (instead of ANGLE creating its D3D device), then the app may create an EGLDeviceEXT using EGL_ANGLE_device_creation_d3d11, and use this device to initialize EGL via EGL_EXT_platform_device. BUG=angleproject:1190 Change-Id: Ife91ce95a63e29eb2b3f05aedfb668e4cac8f5ce Reviewed-on: https://chromium-review.googlesource.com/313444 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
Austin Kinross fc1a44a1 2015-12-02T12:37:10 Revert "Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]"" This reverts commit dd5c5b79333fdde7858a77d39e91cc3d30b74c9e. BUG=angleproject:1190 Change-Id: I1bc1b232b6a916da6d18b546baf20e0854a2768f Reviewed-on: https://chromium-review.googlesource.com/315169 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0df8fe44 2015-11-24T16:10:24 D3D11: Don't read or write to the unused depth buffer. When using STENCIL8, we emulate it on D3D11 with D24S8, since there is no native stencil-only format. However in many places we would write to the depth part of this format, and confuse the D3D runtime when it would use the depth test. Fix this by never modifying the depth portion of the buffer, or reading from it. BUG=angleproject:1232 Change-Id: Ifd2e54eceae84e8deea85f439c132d07981b2286 Reviewed-on: https://chromium-review.googlesource.com/313996 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill dd5c5b79 2015-12-02T08:41:28 Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]" Causes failures on Windows/GN: e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(108) : error C3861: 'eglCreateDeviceANGLE': identifier not found e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(113) : error C3861: 'eglQueryDeviceAttribEXT': identifier not found e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(119) : error C3861: 'eglReleaseDeviceANGLE': identifier not found e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(143) : error C3861: 'eglQueryDeviceAttribEXT': identifier not found e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(162) : error C3861: 'eglCreateDeviceANGLE': identifier not found e:\b\build\slave\win_x64_gn\build\src\third_party\angle\src\tests\egl_tests\egldevicetest.cpp(178) : error C3861: 'eglCreateDeviceANGLE': identifier not found This reverts commit 4029ad42d5ffe94a0a744532ab3577b982f847b8. BUG=angleproject:1190 Change-Id: Ibcdfd8cea7ba275cd67c0220f8d7a1069ec1cf97 Reviewed-on: https://chromium-review.googlesource.com/315480 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 4029ad42 2015-10-29T10:14:47 Add and implement EGL_ANGLE_device_creation[_d3d11] BUG=angleproject:1190 Change-Id: I248935ef81803062cf9ba5776512cda456331f51 Reviewed-on: https://chromium-review.googlesource.com/309634 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 6b120b9f 2015-11-24T13:00:07 Add checks for FBO attachment layer. We would allow the app to attach layers that were out-of-bounds. Fix this by checking against the underlying resource dimensions. Also rework the code a bit to clean up the texture size query, which is available from the ImageDesc. BUG=angleproject:869 Change-Id: I984f1db16daea6ca650d795884d8ec2cb8f05ebb Reviewed-on: https://chromium-review.googlesource.com/313991 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang 451cb838 2015-11-11T10:45:57 Using dirty bit notification for d3d11 blend state BUG=angleproject:1161 This is a re-land for commit ff2ab57. Dirty bits didn't check for sampleMask, hence when sampleMask changed and nothing else, d3D states didn't update. This commit also focuses on blend state for d3d11 to make the cl change smaller and more manageable. This commit also some performance regression issues that were occuring in commit ff2ab57 Change-Id: I866066689911870a84125fa2150f9efbf1405ad0 Reviewed-on: https://chromium-review.googlesource.com/312468 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Dian Xiang <dianx@google.com>
Jamie Madill 9fc3682c 2015-11-18T13:08:07 D3D: Rework varying packing code. In D3D we pack varyings by making a register map, and using the recommended GLSL ES algorithm to reserve register space. We use this map to assign row and column slots to each varying and then produce a semantic index value. The existing scheme had a number of bugs, and was failing several angle_end2end_tests. The new design cleans up the code somewhat and uses a different counting scheme for the semantic indexes: just sort the varyings in packing order and use a simple incrementing semantic index per varying. In SM4+, the HLSL compiler sorts and packs the varyings correctly itself, and in SM3, handle the cases we don't support by returning an error instead of a D3D compiler link error. Also refactor how we store varying information for TF Feedback/ StreamOut. Only store the necessary D3D information, instead of extra information like the name and type. This fixes several tests in GLSLTest/*. This also will allow us to fix interpolation qualifier packing and the structure packing in HLSL, which seems to work differently than the rest of the varying types. BUG=angleproject:1202 TEST=bots,dEQP-GLES3.functional.transform_feedback.* Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639 Reviewed-on: https://chromium-review.googlesource.com/311241 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 28afae5d 2015-11-09T15:07:57 Rename LinkedVarying to D3DVarying. Also move this type to D3D-only world. It was only used in the D3D renderer and has specific stuff like register/semantic indexes. Refactoring patch to clean up further work with Varyings. BUG=angleproject:1202 Change-Id: I4b1d6899e9eef356efc7d11e9cd6cf88b234aa76 Reviewed-on: https://chromium-review.googlesource.com/311240 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross a313f7aa 2015-10-28T12:58:03 Refactor EGLDeviceEXT to remove renderer dependency BUG=angleproject:1190 Change-Id: I38604de469c5f7efaf37bcebf20bc6425df35e62 Reviewed-on: https://chromium-review.googlesource.com/309512 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
Jamie Madill 4dd1e55f 2015-11-06T14:23:24 D3D11: Implement basic primitive restart. D3D11 handles primitive restart similarly to OpenGL's fixed index, with a couple differences. It can't be toggled off, so we need to restrict the max element index (handled in a prior patch), and for smaller buffer types we need to rewrite the index data. BUG=angleproject:597 Change-Id: Ib890ce9b3f5511784138ea3953a384b1c483ca9e Reviewed-on: https://chromium-review.googlesource.com/309639 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 63e4e724 2015-11-06T19:15:11 Revert "Using dirty bits notification for blend state" Failing the dEQP-GLES3 tests: http://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20dEQP%20%28NVIDIA%29/builds/4036/ 3 tests failed: dEQP_GLES3.Default/functional_multisample_fbo_4_samples_sample_coverage_invert (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) dEQP_GLES3.Default/functional_multisample_fbo_8_samples_sample_coverage_invert (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) dEQP_GLES3.Default/functional_multisample_fbo_max_samples_sample_coverage_invert (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) BUG=angleproject:1161 This reverts commit ff2ab571b00023926ce39a91bfe20e13578d1281. Change-Id: Ibf61fc2c64ffc31778645bfe0292516b1f107397 Reviewed-on: https://chromium-review.googlesource.com/311243 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Dian Xiang ff2ab571 2015-10-05T16:48:06 Using dirty bits notification for blend state BUG=angleproject:1161 Dirty bit notifications are used in GL for state tracking, but not D3D. Before, D3D would use memcmp to check a change in state for every call. This showed up as a hot spot in the perf test runs. Hence, switching D3D over to the dirty bit system similar to GL backend will help. Change-Id: I482edc852f1dcc888af3038ff3a61916496a02bc Reviewed-on: https://chromium-review.googlesource.com/305295 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3e14e2b1 2015-10-29T14:38:53 D3D11: Fix basic provoking vertex flat shading cases. The enables geometry shaders that correct for the flat shading on provoking vertexes. It does not fix it for triangle strips, or in conjunction with primitive restart (which is not yet implemented in D3D11). Also ensure we do not regress with flat shading enabled and transform feedback. In cases where we use flat shading, do a double draw call, first with an untransformed vertex stream, and no geometry shader, then with the geometry shader enabled. This also fixes the dEQP fragment output tests with ints. BUG=angleproject:754 Change-Id: Ib37e8ec32d19db17ea5d4dc88158cdae0c956bfc Reviewed-on: https://chromium-review.googlesource.com/309155 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4e31ad55 2015-10-29T10:32:57 D3D11: Add dynamic geometry shaders. The geometry shader we want will depend on our current draw mode, and if we're using flat shading in the shader. Without flat shading, we'll still be using them only for point sprites, but for other primitive types with flat shading enabled, we'll be using them to correct the provoking vertex order with D3D11. Note: no new features in this CL, those are turned on in follow-ups. BUG=angleproject:754 Change-Id: Iabf13ffd582f5a7200ee0df5aa9c3671aa7b6ed4 Reviewed-on: https://chromium-review.googlesource.com/309154 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 587f3c35 2015-10-22T14:00:30 Refactor RendererD3D::applyShaders. Reduce the argument count to make future refactorings easier. BUG=angleproject:754 Change-Id: Ia8acfc2bc8f922ad6a115e198ea51a62710a422c Reviewed-on: https://chromium-review.googlesource.com/307873 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jinyoung Hur 85769f0d 2015-10-20T17:08:44 Re-land "Only require that the stencil masks are same as many effective bits set" It seems reasonable to validate the equality between stencilWriteMask and stencilBackWriteMask only by comparing the effective bits. An existing dEQP test[1] and a WebGL test[2] also use the max size of stencil bits for checking the stencil mask values. [1] StencilWriteMaskSeparateTestCase (gles3/functional/ es3fIntegerStateQueryTests.cpp) [2] https://www.khronos.org/registry/webgl/sdk/tests/conformance/state/ gl-get-calls.html (Search for "minimumRequiredStencilMask ") Re-land with fix for Clang warning. Change-Id: I4cadaffced04ca55fa6daf7ac6a462368e0cfeec Reviewed-on: https://chromium-review.googlesource.com/307530 Reviewed-by: Jinyoung Hur <hurims@gmail.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 1220bbbd 2015-10-20T21:04:11 Revert "Only require that the stencil masks are same as many effective bits set" Reverting temporarily, causes a compile warning with Clang: ..\..\third_party\angle\src\libANGLE\renderer\d3d\d3d11\Renderer11.cpp(242,7) : error: field 'mDebug' will be initialized after field 'mCurStencilSize' [-Werror,-Wreorder] mDebug(nullptr), ^ 1 error generated. ninja: build stopped: subcommand failed. http://build.chromium.org/p/tryserver.chromium.win/builders/win_clang_dbg/builds/98 This reverts commit 685aa4b87d2c6a3f13134c77af8690e5f3d6aa6d. Change-Id: I9dab08b26e2eddf508a7bcde7813c25be350bf31 Reviewed-on: https://chromium-review.googlesource.com/307520 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jinyoung Hur 685aa4b8 2015-09-29T00:58:02 Only require that the stencil masks are same as many effective bits set It seems reasonable to validate the equality between stencilWriteMask and stencilBackWriteMask only by comparing the effective bits. An existing dEQP test[1] and a WebGL test[2] also use the max size of stencil bits for checking the stencil mask values. [1] StencilWriteMaskSeparateTestCase (gles3/functional/ es3fIntegerStateQueryTests.cpp) [2] https://www.khronos.org/registry/webgl/sdk/tests/conformance/state/ gl-get-calls.html (Search for "minimumRequiredStencilMask ") Change-Id: I68cefbe8a9f69c5a9ebcb30027a05581e3024add Reviewed-on: https://chromium-review.googlesource.com/302703 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jinyoung Hur <hurims@gmail.com> Commit-Queue: Jinyoung Hur <hurims@gmail.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Geoff Lang 69cce580 2015-09-17T13:20:36 Split the SamplerState struct into SamplerState and TextureState. SamplerState is now only the members that are overridden by a sampler object, this makes it easy to update those specific members. Opted for getters and setters for each member in Texture and Sampler because it will be required to enable dirty bits for these states. Added maxAnisotropy to the SamplerState instead of texture state. The sampler objects extension mentions it should be there. BUG=angleproject:1162 Change-Id: I5aa6d702bd5915ee9df1976afef3c8c1f69d27c8 Reviewed-on: https://chromium-review.googlesource.com/300490 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 006cbc5b 2015-09-23T16:47:54 Remove rx::ShaderSh and move the shared code to the GL. The GL layer can interact with the translator directly, to query all the active shader variables and call ShCompile. BUG=angleproject:1159 Change-Id: I334a9bef28f93cf85dd8cac0fb8542ac567cc3ec Reviewed-on: https://chromium-review.googlesource.com/299877 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 91445bce 2015-09-23T16:47:53 Make a shader Shader::Data state structure. This design follows the similar designs for Program, Framebuffer, etc. Because of the current design, share a mutable pointer with the Impl so the patch becomes a bit smaller and easier to review. In a follow- up patch we can move the shared code into the GL layer. BUG=angleproject:1159 Change-Id: Ib243e74779f23be51cdca80f1b5c6e5f3e36059d Reviewed-on: https://chromium-review.googlesource.com/299876 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 046e53e3 2015-09-23T16:47:52 Add an interm ShaderSh class. This class logic will eventually move to the GL layer. Keep it in the Renderer layer for now for refactoring purposes. BUG=angleproject:1159 Change-Id: I91843099367f9a0293cc43ab98626bf79eb75ebf Reviewed-on: https://chromium-review.googlesource.com/299875 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 83f349ea 2015-09-23T09:50:36 Remove CompilerImpl and merge code to gl::Compiler. This class uses no Impl-specific code. We can also do a similar code relocation for the gl::Shader class, but in several steps because it is a bit more complex. BUG=angleproject:1159 Change-Id: I4d3ce3253df0a2bdee1d98e46cfd4b999d86be6e Reviewed-on: https://chromium-review.googlesource.com/299874 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 3edfe034 2015-09-04T16:38:24 Support primitive restart in RendererGL. Store index ranges in a new struct that tracks how many real indices were seen. Update index caching to key on primitive restart being enabled and update index counting functions to skip primitive restart indicies when needed. Passes dEQP-GLES3.functional.primitive_restart.* Change-Id: Id1e25a5adcdcd4e998836e8ff6679c64be4c3066 Reviewed-on: https://chromium-review.googlesource.com/297770 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 62d31cb6 2015-09-11T13:25:51 Re^6-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. Re^5-land with a fix for a test warning on Linux. Re^6-land with a fix for transposed matrix uniform arrays. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: Ie6fcde1c16eb05d67191b629338b88302a2563f5 Reviewed-on: https://chromium-review.googlesource.com/298971 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill fb53603c 2015-09-11T13:19:49 Revert "Re^5-land "Move Uniform and UBO info to the gl::Program layer."" Failing dEQP-GLES3.functional.uniform_api.random.22 and 23: There's a bug with arrays of tranpsosed matrix uniforms. BUG=angleproject:1123 This reverts commit 78d356929bd0441d81e2dd8a63130cd6788e2fde. Change-Id: If39b5908af39671dfe98965e6a1ba77fd18ea8fc Reviewed-on: https://chromium-review.googlesource.com/299320 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 362c0a79 2015-08-12T14:44:38 Implement EGL image classes for the D3D renderers. BUG=angleproject:970 Change-Id: I24d393fcd75dd4ee510785e8475b093868701c77 Reviewed-on: https://chromium-review.googlesource.com/295152 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 78d35692 2015-09-11T08:32:51 Re^5-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. Re^5-land with a fix for a test warning on Linux. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: I03afcd446d9e74573c4d4c712ed7407b91d8001c Reviewed-on: https://chromium-review.googlesource.com/299180 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill a2eb02c9 2015-09-11T12:31:41 Revert "Re^4-land "Move Uniform and UBO info to the gl::Program layer."" Test has a warning on Linux: In file included from ../../third_party/angle/src/tests/test_utils/ANGLETest.h:13: ../../testing/gtest/include/gtest/gtest.h:1392:16: error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare] if (expected == actual) { ~~~~~~~~ ^ ~~~~~~ ../../testing/gtest/include/gtest/gtest.h:1422:12: note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here return CmpHelperEQ(expected_expression, actual_expression, expected, ^ ../../third_party/angle/src/tests/gl_tests/UniformBufferTest.cpp:357:5: note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here EXPECT_EQ(GL_FLOAT, type); ^ BUG=angleproject:1123 This reverts commit 2ae1ee6161c24aab065190b1528f6195e80e34d0. Change-Id: Ic3dabea54068377d1f2c5f722ba52966cf1a0491 Reviewed-on: https://chromium-review.googlesource.com/299170 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2ae1ee61 2015-09-10T10:04:24 Re^4-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. Re^4-land with a fix for boolean uniform arrays and UBO uniforms. BUG=angleproject:1123 TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api Change-Id: I4c9f5ed31b81380507bef7981f97086d642801ae Reviewed-on: https://chromium-review.googlesource.com/298451 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 61b8dd97 2015-09-09T19:04:04 Revert "Re-re-re-land "Move Uniform and UBO info to the gl::Program layer."" Seems to be failing the dEQP-GLES2.functional.uniform_api tests relating to boolean arrays. BUG=angleproject:1123 This reverts commit 892a6a4b17b35e89898be8b4605c1ee595d3ae13. Change-Id: Ifc4ce3ca806ef88a02ac6f693334ac37ce098a88 Reviewed-on: https://chromium-review.googlesource.com/298520 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 892a6a4b 2015-09-09T10:17:15 Re-re-re-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: Ia40820a5ce2f34ec2d27648b1dc940a8955e9999 Reviewed-on: https://chromium-review.googlesource.com/298440 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill b654f659 2015-09-08T20:40:00 Revert "Re-re-land "Move Uniform and UBO info to the gl::Program layer."" Failes the gles2_conform_test: GLES2ConformTest.GL2Tests_glGetUniform_input_run Possibly also WebGL failures, will investigate. BUG=angleproject:1123 This reverts commit 10750cb936288d8dd09d49fadd592904c06c56f9. Change-Id: I1ae59325e1831589019bc5a27ffc2091d3994a65 Reviewed-on: https://chromium-review.googlesource.com/298200 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 10750cb9 2015-09-04T14:23:52 Re-re-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. Re-re-land with a fix for multiply defined symbols on Clang. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: I7b55e4964fbe64e0106c37928c894146937a2476 Reviewed-on: https://chromium-review.googlesource.com/298110 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2119dd05 2015-09-08T19:30:37 Revert "Re-land "Move Uniform and UBO info to the gl::Program layer."" Problems with multiply defined symbols in the Linux builder. BUG=angleproject:1123 This reverts commit ff1abe63c3d8af28e9755c8d0c95b2aeca27a0d9. Change-Id: Ifcb2ad885d0841c128ffd69afb6594e37eba17fc Reviewed-on: https://chromium-review.googlesource.com/298100 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ff1abe63 2015-09-04T14:23:52 Re-land "Move Uniform and UBO info to the gl::Program layer." This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. Re-land with fix for dEQP unused uniforms. The fix involves storing a local copy of all uniform data in the GL layer. This will also let us validate sampler indexes during draw calls at the GL layer. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: I9074c057c2c67d4d3221ec11c5556a26e07c7ceb Reviewed-on: https://chromium-review.googlesource.com/297070 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin 69f9b2c8 2015-08-20T13:25:41 Fixed GL_MAX_VERTEX_UNIFORM_VECTORS and GL_MAX_FRAGMENT_UNIFORM_VECTORS to report accurate maximum value. Change-Id: Ic581e1ef0c6be2bf1ff0092b373b3c480b6fbd8a Reviewed-on: https://chromium-review.googlesource.com/294755 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Cooper Partin <coopp@microsoft.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Jamie Madill 48705cad 2015-09-02T20:40:51 Revert "Move Uniform and UBO info to the gl::Program layer." Seems to be failing dEQP-GLES2.functional.uniform_api.value.unused_uniforms.* on Linux (possibly Win as well) BUG=angleproject:1123 This reverts commit 54f882c9167b1aff5b3700187a2048bd886e8b17. Change-Id: I7dbbf40aae8dd9ebd35895df0dd338a3b6b9cc96 Reviewed-on: https://chromium-review.googlesource.com/297051 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 54f882c9 2015-09-02T14:33:48 Move Uniform and UBO info to the gl::Program layer. This data was previously stored entirely in the Impl level. Move as much as possible to the GL level, using a read-only view in the Impl level. Some information in D3D-specific, and should be stored separately in the Impl. This patch has a lot of refactoring that splits the D3D and GL info, and moves as much validation as possible to the GL layer, where it is shared between the back-ends. BUG=angleproject:1123 TEST=end2end_tests,Canary WebGL (D3D11/GL), dEQP-GLES2+3.functional.uniform_api Change-Id: I8b7e1380a61590a46ccee646a47ffe9bda287f6b Reviewed-on: https://chromium-review.googlesource.com/295124 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 3a86ad38 2015-09-01T11:47:05 Only validate that stencil refs and masks are the same on D3D renderers. BUG=angleproject:1025 Change-Id: If79046f9f81ad20c5f2f7296245b0cb74a4102aa Reviewed-on: https://chromium-review.googlesource.com/296680 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang f6db098d 2015-08-25T13:04:00 Split the Context and Renderer draw* to one per entry point. BUG=angleproject:1136 Change-Id: Ic7ff9c23201e1fe03c5a2135be24d61cfe3d6268 Reviewed-on: https://chromium-review.googlesource.com/295232 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang a53000b0 2015-05-26T10:50:35 Try Sleep(1) instead of Sleep(0) while waiting for queries. On a loaded machine, Sleep(0) can be very slow (40+ms) while Sleep(1) is consistantly 1-2ms. BUG=488571 Change-Id: I71de0b4cfc334a2476b7c613c103e77fe759041d Reviewed-on: https://chromium-review.googlesource.com/273183 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 025e76a0 2015-08-12T13:59:49 When possible, create RenderTarget9s from textures. Unless the RenderTarget9 is backed by a texture, it's not possible to sample from it. This is required to sample from D3D9 renderbuffers when they are bound to texture targets. BUG=angleproject:970 Change-Id: Id667a5e44c1f959609bc653a974ede5b93ec9a3e Reviewed-on: https://chromium-review.googlesource.com/293290 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Cooper Partin a5ef8d89 2015-08-19T14:52:21 Enabled loop indexing validation for fragment shaders compiled using renderers configured for FL9_3 and below. BUG=angleproject:1130 Change-Id: I2b5d7091c394565354b14fbf9297276dce8d92a5 Reviewed-on: https://chromium-review.googlesource.com/294733 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Corentin Wallez 37c3979e 2015-08-20T14:19:46 Revert "Revert "Make the default framebuffer owned by Surface"" Reland the commit after fixing a bug in FramebufferAttachment. This reverts commit 18fdcbcf1d02d3b3b4b5c712f05058f2e8d629c6. BUG=angleproject:891 Change-Id: I07e08de52bfce8d84d070fc7bc15883009298a4d Reviewed-on: https://chromium-review.googlesource.com/294831 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 18fdcbcf 2015-08-19T18:12:44 Revert "Make the default framebuffer owned by Surface" Seems to be causing failures on the Mac GPU FYI bots. SurfaceTest.DestructionDeletesImpl seems to crash. BUG=angleproject:891 BUG=522557 This reverts commit 264ab56f2e70431e8310f9353952acd3b22b466f. Change-Id: I80aeecb8e191de011d9afe6534d0285dcffa82a3 Reviewed-on: https://chromium-review.googlesource.com/294540 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 264ab56f 2015-08-12T12:39:52 Make the default framebuffer owned by Surface Reland with a fix for SurfaceTest in angle_unittests and fixes for signed-unsigned warnings In CGL there is no notion of default Framebuffer and MakeCurrent only makes a context current but not a drawable. Instead, everything is done via render to texture. For that reason, different surfaces will have different FBOs as default framebuffers, which causes that change. BUG=angleproject:891 Change-Id: I0664896bc335b1a757226aaa212536b8f9d0f08f Reviewed-on: https://chromium-review.googlesource.com/293752 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 11cd6af6 2015-08-18T15:54:01 Revert "Make the default framebuffer owned by Surface" Compilation warning on Windows This reverts commit 6cb2ae8292e69aa110c89e0465366b9f049c1168. Change-Id: I4ecadf5d8e909f986da186a7326cfa0922ae8710 Reviewed-on: https://chromium-review.googlesource.com/294241 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 6cb2ae82 2015-08-12T12:39:52 Make the default framebuffer owned by Surface Reland with a fix for SurfaceTest in angle_unittests and fixes for signed-unsigned warnings In CGL there is no notion of default Framebuffer and MakeCurrent only makes a context current but not a drawable. Instead, everything is done via render to texture. For that reason, different surfaces will have different FBOs as default framebuffers, which causes that change. BUG=angleproject:891 Change-Id: Ie9a72de01a58e583a1bfa3f4a055debb860b912f Reviewed-on: https://chromium-review.googlesource.com/293713 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 5c6b7bfe 2015-08-17T12:53:35 Add a Program::Data shared state structure. Similar to the Framebuffer and other classes, this gives the Impl class a read-only view of the object's state. BUG=angleproject:1123 Change-Id: I580eaebe2de236adf8131d6e3f54633cecce8c25 Reviewed-on: https://chromium-review.googlesource.com/293760 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 6238e353 2015-08-12T13:26:19 Generate the egl Display extensions in Renderer9 and Renderer11. With the addition of EGL Image, the display extensions generated by Renderer9 and Renderer11 become significantly different. Instead of generating them via getXSupport() methods, generate them inside the renderers themselves. BUG=angleproject:970 Change-Id: Ib3fffabcca3e3cdef13ef994aa0b06dba0f00362 Reviewed-on: https://chromium-review.googlesource.com/293271 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Cooper Partin 4d61f7ed 2015-08-12T10:56:50 Reland Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data' Additional warnings found with more testing and added C4267 warning disable only for angle_libpng BUG=angleproject:1120 Change-Id: Ic403dcff5a8018056fa51a8c408e64207f3362eb Reviewed-on: https://chromium-review.googlesource.com/293028 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Corentin Wallez 1bf40bfe 2015-08-12T15:52:04 Revert "Make the default framebuffer owned by Surface" This reverts commit 87e63a9982803b5e4c12afa9a40ff0e2b04a7369. Speculative revert to fix the webgl cts on Windows D3D9 and the unittests on Linux. BUG= Change-Id: I488f4e0b2dc67270eed45f1c10bfba1d13c98739 Reviewed-on: https://chromium-review.googlesource.com/293350 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 87e63a99 2015-08-12T12:39:52 Make the default framebuffer owned by Surface In CGL there is no notion of default Framebuffer and MakeCurrent only makes a context current but not a drawable. Instead, everything is done via render to texture. For that reason, different surfaces will have different FBOs as default framebuffers, which causes that change. BUG=angleproject:891 Change-Id: I3f6da7b587353316026ea39a5c87f91265e0f1ba Reviewed-on: https://chromium-review.googlesource.com/289872 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill b195643c 2015-08-12T17:35:20 Revert "Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data'" Seems to have quite a few warnings in 64-bit on my machine. BUG=angleproject:1120 This reverts commit c5cf9bc47d0ee028adbbf9e9f94ca567eec601dc. Change-Id: I86768b900aeba52e7a2242d9ae8949f93f1a5ba9 Reviewed-on: https://chromium-review.googlesource.com/293280 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin c5cf9bc4 2015-08-06T10:46:48 Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data' BUG=angleproject:1120 Change-Id: I01ef10bea7f487c2b394d030c76628f38d2ea645 Reviewed-on: https://chromium-review.googlesource.com/292780 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin b459fb04 2015-08-07T16:12:39 Fixed compiler warning C4456 'declaration of variable hides previous local declaration'. BUG=angleproject:1119 Change-Id: I99572711ceeae94fb920d197c86e741945d3b60b Reviewed-on: https://chromium-review.googlesource.com/292279 Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>