|
af713a24
|
2017-04-19T09:10:56
|
|
ES31: Implement binding layout for uniform blocks
The binding point of uniform blocks can be specified in shaders with
this CL. See spec ESSL 3.10, section 4.4.4, page 58 for more info.
dEQP-GLES31.functional.ubo.* still can't completely pass as
the missing of arrays-of-arrays feature. Neither can
dEQP-GLES31.functional.layout_binding.ubo.* due to the incomplete
implementation of program interface APIs.
TEST=angle_end2end_tests:UniformBufferTest
BUG=angleproject:1442
Change-Id: If95d468fc109834a132b9b817730d3fdc3a615da
Reviewed-on: https://chromium-review.googlesource.com/483848
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
9733ceef
|
2017-05-11T19:14:35
|
|
Initialize uninitialized locals in GLSL output
Guarantee that local variables are initialized before they are used
in GLSL output. In HLSL output all variables were already being
initialized.
Locals are initialized using an AST transform. The local variable init
can only be run after some simplification of the AST, so that it is
able to handle complex cases like:
for (int i[2], j = i[0]; i[0] < 3; ++i[0]) {
}
If we're dealing with ESSL 1.00 which lacks array constructors, in
this kind of case the uninitialized array initialization code needs to
be hoisted out of the loop init statement, and the code also needs to
make sure that j's initializer is run after i is initialized.
Another complex case involves nameless structs. This can be an issue
also in ESSL 3.00 and above:
for (struct { float f; } s; s.f < 1.0; ++s.f) {
}
Since the struct doesn't have a name, its constructor can not be used.
We solve this by initializing the struct members individually,
similarly to how arrays are initialized in ESSL 1.00.
Initializing local variables is disabled on Mac and Android for now.
On Mac, invalid behavior was exposed in the WebGL 2.0 tests when
enabling it. On Android, the dEQP test runs failed for an unknown
reason. Bugs have been opened to resolve these issues later.
BUG=angleproject:1966
TEST=angle_end2end_tests, WebGL conformance tests
Change-Id: Ic06927f5b6cc9619bc82c647ee966605cd80bab2
Reviewed-on: https://chromium-review.googlesource.com/504728
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a5527071
|
2017-03-22T16:46:30
|
|
Add support for EXT_YUV_target
Add new sampler type "__samplerExternal2DY2YEXT"
to sample a YUV texture image and output color value
without any color conversion,
new additional type to specify color space standard formula and
built-in functions for yuv to rgb transformation.
Change-Id: I1780650fe84cd75191c1ca1e4118e89d585bfd92
Reviewed-on: https://chromium-review.googlesource.com/454697
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
6ca2b65c
|
2017-02-19T18:05:10
|
|
Implement location layout qualifier for uniforms
This is a complete implementation of the uniform location layout
qualifier. Uniform location set in the shader is plumbed to shader
linking, which does several link-time checks for conflicts and
recursively applies the location to struct members.
Validate that location is consistent as specified in the table in
section 9.2.1 of the ESSL 3.10.4 spec. The location set in the shader
overrides the one set via the CHROMIUM_bind_uniform_location API.
Location conflicts must be checked even if the uniforms are not
statically used. Because of this unused uniforms are now recorded
during uniform linking. After linking checks are done, unused uniforms
are pruned from the program state.
Location is validated against the maximum number of uniform locations
at compile time as specified in section 4.4.3 of the ESSL 3.10.4 spec.
All dEQP uniform location tests don't yet pass due to unrelated bugs.
BUG=angleproject:1442
TEST=angle_end2end_tests, dEQP-GLES31.functional.uniform_location.*
Change-Id: I1f968e971f521fbc804b01e1a7c2b4d14f24d20f
Reviewed-on: https://chromium-review.googlesource.com/447942
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
185e32b8
|
2017-03-01T11:57:18
|
|
Increment ANGLE_SH_VERSION after ShaderVars API change
This was accidentally left out of commit
547cbd461b9167f7df975ccc1ed4e7d469a3e751
"Validate uniform binding at link time".
BUG=angleproject:1893
Change-Id: I945608fd9aef8a605d69f1109ead2460aab0c228
Reviewed-on: https://chromium-review.googlesource.com/448456
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
a818c327
|
2017-01-03T13:48:05
|
|
translator: Remove non-sh scoped APIs.
Now that Chromium is switched over, we can remove the old global
APIs so they no longer conflict with glslang/Vulkan.
BUG=angleproject:1319
Change-Id: Ia673d47caa7ca40139e4989fac374acd48f52ab9
Reviewed-on: https://chromium-review.googlesource.com/408517
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
09b04a2f
|
2016-12-15T13:30:26
|
|
Add shader translator support for OVR_multiview
The OVR_multiview and OVR_multiview2 extensions add gl_ViewID_OVR to
shaders. gl_ViewID_OVR can be translated either as is in GLSL output
or as a uniform by setting the SH_TRANSLATE_VIEWID_OVR_AS_UNIFORM
compiler flag.
If WebGL output is selected, the shaders will be validated according
to proposed rules in the WEBGL_multiview spec.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: I19ea3a6c8b4edb78be03f1a50a96bfef018870d0
Reviewed-on: https://chromium-review.googlesource.com/422848
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e09bd5d3
|
2016-11-29T16:20:35
|
|
Vulkan: Add display creation, test and extension.
With this CL we have the ability to create Vulkan test configs and run
basic tests, although the only thing that works is creating a Vulkan
Renderer using the extension.
BUG=angleproject:1319
Change-Id: I8ad17bba01241334be7da16e68fea38762ca6a20
Reviewed-on: https://chromium-review.googlesource.com/367750
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
da9fb093
|
2016-12-09T17:32:29
|
|
Work around atan(y, x) bug on NVIDIA
atan(y, x) is not always returning expected results on NVIDIA OpenGL
drivers between versions 367 and 375. Work around this by emulating
atan(y, x) using the regular atan(x) function. A fix to the driver is
expected in a future release.
It is most convenient to implement the vector atan(y, x) functions by
using the scalar atan(y, x) function. Support for simple dependencies
between emulated functions is added to BuiltInFunctionEmulator. In the
current implementation one function is allowed to have at most one
other function as its dependency.
BUG=chromium:672380
TEST=angle_end2end_tests
Change-Id: I9eba8b0b7979c7c7eaed353b264932e41830beb1
Reviewed-on: https://chromium-review.googlesource.com/419016
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f52fe93d
|
2016-12-07T13:39:15
|
|
Work around unary minus operator float issue on Intel Mac 10.11
Result of -float is wrong on Intel Mac 10.11 drivers. Replace -float
with 0.0 - float to work around this issue.
BUG=308366
BUG=672380
Change-Id: I53bc2eda7259fff5805bec39896fc7b7a6eaf665
Reviewed-on: https://chromium-review.googlesource.com/417169
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1b896c62
|
2016-11-16T13:10:44
|
|
translator: remove code related to for-loop unrolling
For loop unrolling is not used and causes the translator fuzzer to find
a hang when unrolling tons of nested loops (duh).
Also remove MMap.h which was unused.
This is essentially a revert of https://codereview.appspot.com/4331048
BUG=chromium:665255
Change-Id: Id6940f7e306d4ed53bc992f751e9ffe733190f17
Reviewed-on: https://chromium-review.googlesource.com/412023
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
861ebb3b
|
2016-11-17T16:40:22
|
|
Use ShaderVars instead of ShaderLang in headers.
We only need the typed variable information in our header files.
The entry point and other enum info can be encapsulated better
in the cpp files that call through to the translator. The only
tricky one is the compile options, which we return from our
implementation - put the typedef for these in the ShaderVars
header to fix this.
This should partially work around the problem of shaderlang
for Vulkan and ANGLE's translator (also ShaderLang) using some
identifiers with the same names.
BUG=angleproject:1576
Change-Id: I43c530486498c210796b9e197a6780bf2f7b3afb
Reviewed-on: https://chromium-review.googlesource.com/412423
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
41f9f673
|
2016-11-16T17:04:36
|
|
Remove invariant qualifier for ESSL 3.0 on AMD driver
AMD driver in Linux requires invariant qualifier to match between
shaders even for GLSL >= 4.2. This conflicts with ESSL 3.0 which
disallows invariant qualifier in fragment shader. Remove invariant
qualifier in vertex shader to workaround AMD driver bug.
BUG=chromium:639760
TEST=webgl2_conformance
Change-Id: Id5adf7e7032105486df90a1f200471ea81ee5c36
Reviewed-on: https://chromium-review.googlesource.com/411917
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
|
|
ea586549
|
2016-11-10T17:33:43
|
|
Cleanup after translator component removal
- Unite translator with translator_lib
- Remove flags and defines for shared library exports
BUG=angleproject:1596
Change-Id: Icd145a4b79e2472766a2b56017bb0f36f244482e
Reviewed-on: https://chromium-review.googlesource.com/410261
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
89dd8f37
|
2016-11-09T12:59:30
|
|
Remove invariant declaration in vertex shader for translation from ESSL 3.00 to GLSL <= 4.1
This is a follow-up patch of
https://chromium-review.googlesource.com/408569. This CL removes
invariant declaration in ESSL 3.00 vertex shader, such like:
"
out vec4 foo;
invariant foo;
"
This CL also adds the workarounds in libANGLE.
BUG=chromium:639760
TEST=webgl2_conformance
Change-Id: I568ab51a9a2f5da10d1aff0b63aae8805097e081
Reviewed-on: https://chromium-review.googlesource.com/409157
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
b7bf7426
|
2016-11-08T14:44:05
|
|
Don't ouput "invarant" and "centroid" in GLSL 4.1 or older.
BUG=chromium:639760,chromium:641129
TEST=webgl2_conformance
Change-Id: I5fe87246eaea78888529d7b45b79399e6065daa9
Reviewed-on: https://chromium-review.googlesource.com/408569
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
|
|
8bbbb820
|
2016-11-07T13:50:29
|
|
translator: Remove deprecated HLSL output flags.
These flags were adding redundant configs to the fuzzer.
BUG=angleproject:1522
Change-Id: I49ad56f0d7aceaae326d2d4387c4c750866465f3
Reviewed-on: https://chromium-review.googlesource.com/408338
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
acb4b81a
|
2016-11-07T13:50:29
|
|
translator: Put ShaderLang APIs in "sh" namespace.
Working with glslang in Vulkan means we are static linking libANGLE
with functions that have the same name as our translator APIs. We
can fix this by scoping our APIs. We don't need to scope the types
of the file, since they don't conflict.
This will require a follow-up patch to remove the unscoped APIs
once we switch over Chromium.
We also scope TCompiler and some related classes to avoid multiply
defined link errors with glslang.
BUG=angleproject:1576
Change-Id: I729b19467d2ff7d374a82044b16dbebdf2dc8f16
Reviewed-on: https://chromium-review.googlesource.com/408337
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
705a9194
|
2016-08-29T10:05:27
|
|
Reland "Remove invariant qualifier for input in fragment shader"
This relands https://chromium-review.googlesource.com/#/c/400005/.
ESSL and GLSL are not consistent on invariant matching in vertex shader
and fragment shader. See the following rules:
ESSL 1.00 - input and output must match
ESSL 3.00 - only output, inputs cannot be declared as invariant.
GLSL 1.10.59 - does not exist
GLSL 1.20.8 - input and output must match
GLSL 1.30.10 - input and output must match
GLSL 1.40.8 - input and output must match
GLSL 1.50.11 - input and output must match
GLSL 3.30.6 - input and output must match
GLSL 4.00.9 - input and output must match
GLSL 4.10.6 - input and output must match
GLSL 4.20.11 - input can omit invariant
GLSL 4.30.8 - input can omit invariant
GLSL 4.40.9 - input can omit invariant
GLSL 4.50.5 - input can omit invariant
Since GLSL 4.20, invariant qualifier description were changed to:
"
Only variables output from a shader (including those that are then input
to a subsequent shader) can be candidates for invariance. This includes
user-defined output variables and the built-in output variables. As only
outputs need be declared with invariant, an output from one shader stage
will still match an input of a subsequent stage without the input being
declared as invariant.
"
It's not very clear if input in fragment can be declared as invariant.
Mesa driver disallows use of input declared as invariant in fragment
shader, while other drivers may allow it. This CL removes invariant
declaration for input in fragment shader except AMD driver in Linux.
AMD's driver obviously contradicts the spec by forcing invariance to
match between vertex and fragment shaders.
BUG=chromium:639760, chromium:659326
TEST=conformance/glsl/misc/shaders-with-invariance.html and
conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html
Change-Id: I0aa9be14f0cee7a11a249c91fba27c570c52ca1b
Reviewed-on: https://chromium-review.googlesource.com/404228
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
7835b525
|
2016-10-08T11:20:17
|
|
Reland "Add workaround for unused std140 and shared uniform blocks on MacOS"
On some Mac drivers with shader version 4.1, they will
treat unused std140 and shared uniform blocks' members as inactive. However,
WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block
declared with a shared or std140 layout qualifier to be considered active.
The uniform block itself is also considered active.
This workaround is to reference all members of unused std140 and shared uniform blocks
at the beginning of the vertex/fragment shader's main().
BUG=chromium:618464
TEST=UniformBufferTest.ActiveUniformBlockNumber
Change-Id: I18da4e2b61b0170068bf5ea38ce54667b0737780
Reviewed-on: https://chromium-review.googlesource.com/395648
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
c9e6026c
|
2016-09-30T17:15:07
|
|
Revert "Add workaround for unused std140 and shared uniform blocks on MacOS"
This reverts commit 9aa83fe302578d226f195fff5fb3f0e2fb723a4c.
The new test UniformBufferTest.ActiveUniformNumberAndName/ES3_OPENGL is failing on multiple platforms. Examples:
https://build.chromium.org/p/chromium.gpu.fyi/builders/Mac%2010.10%20Release%20%28ATI%29/builds/12285
https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Release%20(ATI)
Change-Id: I78b1a4d58e9a291e40ad304eb32f990e0518f7ee
Reviewed-on: https://chromium-review.googlesource.com/391049
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
9aa83fe3
|
2016-09-29T08:42:42
|
|
Add workaround for unused std140 and shared uniform blocks on MacOS
On some Mac drivers with shader version 4.1, they will
treat unused std140 and shared uniform blocks' members as inactive. However,
WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block
declared with a shared or std140 layout qualifier to be considered active.
The uniform block itself is also considered active.
This workaround is to reference all members of unused std140 and shared uniform blocks
at the beginning of the vertex/fragment shader's main().
BUG=chromium:618464
TEST=UniformBufferTest.ActiveUniformBlockNumber
Change-Id: I1d2c5e3e8da04786ac6a37fd26f7bb9c14cd76ed
Reviewed-on: https://chromium-review.googlesource.com/387169
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6f0a0dca
|
2016-09-27T13:51:29
|
|
Workaround isnan() on Intel drivers
On some Intel drivers, calling function isnan() on highp float will get wrong
answer. This patch work arounds this bug by using an expression to emulate
this function.
BUG=chromium:650547
Change-Id: I5bc5e0352c434f42cd2c55103a74f9f7ba51a72c
Reviewed-on: https://chromium-review.googlesource.com/389834
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e292e902
|
2016-09-07T10:49:01
|
|
Workaround the unary minus operator issue on Intel
On some Intel D3D drivers, evaluating unary minor operator on an
integer variable may get wrong answer in vertex shader.
This patch works around this bug by replacing -(int) with ~(int)+1
on Windows Intel.
BUG=chromium:644033
Change-Id: I0af719e84d618a33f25bcb33bde0c381fb462a31
Reviewed-on: https://chromium-review.googlesource.com/381675
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
09cfac60
|
2016-09-06T17:25:16
|
|
Work around For and While loop bugs on Intel Mac OSX
Condition calculation in for and while loops has bug on Intel Mac. Work
around it by converting "CONDITION" to "CONDITION && true".
This CL also adds previous SH_EMULATE_ABS_INT_FUNCTION workaround to
the ANGLE GL back-end on OSX
BUG=chromium:644669
TEST=deqp/functional/gles3/shaderloop_for/while.html
Change-Id: I910f662b054f259fcb601b9938841b3a2d066840
Reviewed-on: https://chromium-review.googlesource.com/381678
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Qiankun Miao <qiankun.miao@intel.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
7ebb97fc
|
2016-09-08T18:01:50
|
|
Use 64-bits compile options
BUG=chromium:645071
Change-Id: I31825123bf4cb45fb37a93f538e8936487beb5ff
Reviewed-on: https://chromium-review.googlesource.com/382712
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
966456de
|
2016-09-12T11:42:44
|
|
Remove SH_TIMING_RESTRICTIONS compiler flag
The timing restrictions code is not in use and not updated for ESSL3,
so it is better to remove it to make refactoring the AST easier.
It can also be argued that perfect prevention of shader timing attacks
is not feasible due to factors that are not under control of ANGLE,
such as fixed function color compression in GPUs. Such color
compression may make the use of texture bandwidth and thus performance
dependent on the content of a texture regardless of whether a
compressed format is chosen through the API.
SH_DEPENDENCY_GRAPH flag that could only be active together with the
timing restrictions flag is also removed, along with all the code that
was supporting it. The newer CallDAG code is used for different
purposes and is kept.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I2cd10e18df366e8e43f7c3af1ca12d2a4bfb2007
Reviewed-on: https://chromium-review.googlesource.com/384511
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
e5bb72ff
|
2016-09-01T01:41:27
|
|
Remove SH_EMULATE_BUILT_IN_FUNCTIONS which isn't used
The flag is not used in chrome. We decide to do per emulation per flag.
BUG=chromium:642227
Change-Id: I936d53e5015186e35e672d0cb51c853a941582d2
Reviewed-on: https://chromium-review.googlesource.com/379077
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
a4e6f074
|
2016-08-29T14:49:21
|
|
Work around abs() issue in Intel Mac drivers
abs(i) where i is an integer returns unexpected result in Intel Mac.
This works around the issue by emulating abs(i) manually.
BUG=chromium:642227
TEST=deqp/functional/gles3/shadercommonfunction.html
Change-Id: I2a41e0f4bcb0766109d651e663283b1760468017
Reviewed-on: https://chromium-review.googlesource.com/377628
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
c2c5fc48
|
2016-08-31T15:24:22
|
|
Remove CSS Shader related code
CSS shader has been removed from spec and chrome code base. Remove the
code in ANGLE.
BUG=chromium:233383
Change-Id: I93a35437f540e51ce7af9d49f21ca60d7c0b156a
Reviewed-on: https://chromium-review.googlesource.com/378739
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
11e43ece
|
2016-08-11T09:54:08
|
|
Add a workaround for Intel drivers on glsl function texelfetchoffset
GLSL function texelfetchoffset will be translated into texture.Load in
ANGLE. In D3D there is a note that When one or more of the coordinates
in Location exceeds the u, v, or w mipmap level dimensions of the
texture, Load returns zero in all components, but in glsl there is no
such restriction, which will cause the WebGL 2 dEQP test
deqp/functional/gles3/shadertexturefunction/texelfetchoffset.html fail
on Windows with Intel GPU.
Adapted from ExpandIntegerPowExpressions.cpp, this patch adds a
translation from texelFetchOffset into texelFetch to work around this
issue.
BUG=angleproject:1469
Change-Id: Iecfb9570472036acf5960789bdb1a63f191316be
Reviewed-on: https://chromium-review.googlesource.com/367883
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
1fe74c7e
|
2016-08-25T13:23:01
|
|
Manually compute the mipmap size for the textureSize builtin.
There were two issues with the current implementation:
* The GetDimensions function already takes into account the base level of the
SRV.
* The GetDimensions function returns doesn't return valid sizes for levels
that don't exist in the SRV. Instead, manually do the lod offset.
BUG=angleproject:931
BUG=angleproject:1316
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.sampler2d_fixed_vertex
Change-Id: I63259b563a42b93b73949e0ef7ac412099a42f13
Reviewed-on: https://chromium-review.googlesource.com/376099
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
4c4c8e72
|
2016-08-04T12:25:34
|
|
Add compute program compilation and linking support
Compute shaders can be now compiled and linked to create programs.
Some tests are added to verify successful and unsuccessful compute
shader linking.
The patch also replaces std::array<int, 3> with a custom struct
WorkGroupSize.
BUG=angleproject:1442
TEST=angle_end2end_tests
TEST=angle_unittests
Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84
Reviewed-on: https://chromium-review.googlesource.com/366740
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bccc65d3
|
2016-07-19T16:48:43
|
|
Flatten "#pragma STDGL invariant(all)" into varying variables.
This is implemented as a compiler option which is enabled by default
when outputting to desktop GLSL version 130 and greater, which does
not support this #pragma in fragment shaders. As a workaround, and for
better compatibility on desktop OpenGL drivers, this pragma is also
flattened into the outputs of vertex shaders, and the inputs of ESSL
1.00 fragment shaders.
TEST=conformance/glsl/misc/shaders-with-invariance.html with --enable-unsafe-es3-apis
BUG=629622, angleproject:1293
Change-Id: Ib040230915e639971505ed496d26e804c9d64e68
Reviewed-on: https://chromium-review.googlesource.com/361792
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
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|
802abe01
|
2016-08-04T17:48:32
|
|
Add compute shader compilation support in the glsl compiler
Support is added for compute shader compilation. There is a small
extension to the parser so that 'local_size_x = ', 'local_size_y = '
and 'local_size_z = ' are supported as layout qualifiers.
A few shader compilation tests are added and one which checks the AST
whether the layout qualifiers are properly parsed.
BUG=angleproject:1442
TEST=angle_unittests
TEST=angle_end2end_tests
Change-Id: I67283797d1cf13fa4ac47faa2a6e66d93a2db867
Reviewed-on: https://chromium-review.googlesource.com/362300
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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e93d24ef
|
2016-07-28T12:06:05
|
|
Add es3.1 shader constants
The patch adds all shader built-in constants.
BUG=angleproject:1442
TEST=angle_unittests
TEST=angle_end2end_tests
Change-Id: I81cae479d6506a8faa2dce023d5fcc2c1291d521
Reviewed-on: https://chromium-review.googlesource.com/364460
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
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aae1e4ae
|
2016-08-01T09:44:09
|
|
ShCheckVariablesWithinPackingLimits: remove deprecated overload
BUG=621031
Change-Id: Ib4cdd88ecd58f617813a91379a8b8b518fba149b
Reviewed-on: https://chromium-review.googlesource.com/364910
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
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1048e43f
|
2016-07-23T18:51:28
|
|
D3D: Work around HLSL integer pow folding bug.
BUG=angleproject:851
Change-Id: I68a47b8343a29e42c0a69ca3f2a6cb5054d03782
Reviewed-on: https://chromium-review.googlesource.com/362775
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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72111915
|
2016-07-20T17:45:56
|
|
Initialize all output variables.
BUG=angleproject:1441
TEST=bots
Change-Id: Ia4cf415d8346c3234bf0f548a178ee3ea8cd35c4
Reviewed-on: https://chromium-review.googlesource.com/362110
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Zhenyao Mo <zmo@chromium.org>
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|
1be913cf
|
2016-07-11T17:59:16
|
|
Add support for ES31 context creation
The dEQP test for context creation passes.
SH_WEBGL3_SPEC has been added, but it should be considered whether we
should keep it, remove it or rename it. It was added so that there is
a webgl mapping to es 310 shaders. Check Compiler.cpp. The bison file
has been modified so that some tokens from es3 can be also used in
es31 as well.
A separate macro ES3_1_ONLY is added so that some tokens are limited
only for es 310 shaders.
BUG=angleproject:1442
TEST=angle_unittests
Change-Id: I2e5ca227c96046c30dc796ab934f3fda9c533eba
Reviewed-on: https://chromium-review.googlesource.com/360300
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
e58e1416
|
2016-07-18T16:40:46
|
|
ShCheckVariablesWithinPackingLimits add sh::ShaderVariable overload
This overload doesn't take a stripped down version of the variable
information, which makes it possible to handle varying structs
correctly by flattening them as individual variables.
BUG=621031
Change-Id: I367629fce3d17dd7e1f876c5937eb37f3d97c7f4
Reviewed-on: https://chromium-review.googlesource.com/361460
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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84954988
|
2016-07-12T15:42:18
|
|
ShaderVars: add isSameInterfaceBlockFieldAtLinkTime
This will be used by Chromium to check for interface blocks mismatches.
BUG=621031
Change-Id: Ia6cc19e5d7b2a5c33af558d65b87885a6b72cea3
Reviewed-on: https://chromium-review.googlesource.com/359607
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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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>
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|
bda75597
|
2016-04-18T17:25:54
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|
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>
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|
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>
|
|
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>
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|
9696316d
|
2016-03-21T11:54:33
|
|
Support ESSL structs containing samplers on D3D
Since HLSL can't natively handle samplers in structs, samplers need to
be extracted out of structs into separate variables in the translated
shader code. In HLSL 4.1, samplers that were in structs go into the
normal sampler arrays and are identified by index constants. In other
HLSL versions, samplers that were in structs are translated as uniform
variables.
These transformations are done inside the HLSL output classes, not as
tree transformations. This helps to keep the uniform API provided by
the shader translator intact.
Wherever a struct containing samplers is passed into a user-defined
function, the translated HLSL code passes the separate sampler
variables alongside a struct where the samplers have been removed.
The D3D backend in libANGLE queries the uniform registers of any
samplers that were in uniform structs, and adds them to the register
maps, so that correct sampler state gets assigned to them.
The extracted sampler variables are prefixed with "angle_" instead of
the usual "_" to prevent any name conflicts between them and regular
variables.
BUG=angleproject:504
TEST=angle_end2end_tests,
dEQP-GLES*.functional.shaders.struct.uniform.* (all pass),
dEQP-GLES*.functional.uniform_api.* (most now pass)
Change-Id: Ib79cba2fa0ff8257a973d70dfd917a64f0ca1efb
Reviewed-on: https://chromium-review.googlesource.com/333743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
19d1dc99
|
2016-03-08T17:18:46
|
|
Add option to limit the number of function parameters
Trying to compile user-defined functions that have thousands of
parameters introduces some instability in native compilers, so it is
better to reject shaders with large numbers of function parameters
in ANGLE.
The check is only enabled if the SH_LIMIT_EXPRESSION_COMPLEXITY flag
is turned on. The default limit for the number of parameters is 1024,
but it can also be configured.
BUG=angleproject:1338
TEST=angle_unittests
Change-Id: I5c9b7a4e97e67f36e77f969368336fa8fffba1c3
Reviewed-on: https://chromium-review.googlesource.com/331970
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
39046169
|
2016-02-08T15:05:17
|
|
CollectVariables: Don't include block name in field name.
The spec mandates that the instance name of a block determines how the
active uniform name for this field is reported. However, our handling
of this was a bit bugged. We would include the proper prefix on the
compiler-side, but this mangled the hashing, and was also not strictly
needed. We now also expose the instance name, so we can determine the
proper prefix for variable linking on the GL-side of things. This also
is consistent with how we handle other spec issues, where the GL-side
handles the GL-API specific functionality.
This also allows us to fix name hashing of instanced uniform blocks,
which was previously broken because we would hash the full name of the
active uniform, instead of just the field.
BUG=angleproject:1306
Change-Id: I06ace6dbc3f75fdd8129677360dcc142aa89136e
Reviewed-on: https://chromium-review.googlesource.com/326681
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
82b5ab60
|
2015-12-11T09:30:15
|
|
Compile out GLSL/ESSL translator output code if it's not needed
In WinRT we only use the HLSL code, so the GLSL/ESSL output code
is not necessary and is only adding to our binary size.
BUG=angleproject:1250
Change-Id: I9363ca3981bde50a230f8353c1bcc09f6ea209cb
Reviewed-on: https://chromium-review.googlesource.com/317358
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Tested-by: Austin Kinross <aukinros@microsoft.com>
|
|
add0ef14
|
2015-12-17T15:43:31
|
|
Remove deprecated ShShaderOutput versions.
These aren't referenced from Chromium code any more.
BUG=chromium:550487
Change-Id: Ie4094667ec5f739efd9f1253ffdb779deaf3cebc
Reviewed-on: https://chromium-review.googlesource.com/319162
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Kenneth Russell <kbr@chromium.org>
|
|
a6996685
|
2015-10-12T14:32:30
|
|
Automatically enable highp in fragment shaders on ESSL3
Most code using the translator already enables highp with the resources
flag when a shader spec that accepts ESSL3 is used, but for example the
shader_translator utility doesn't. This fix makes sure that highp is
always enabled when a fragment shader written in ESSL3 or newer is being
compiled. This will make shader_translator easier to use for testing
ESSL3 shaders.
BUG=541550
TEST=angle_unittests
Change-Id: Ia1911677c55f3c5d921829a8cbb808847ac8b636
Reviewed-on: https://chromium-review.googlesource.com/305190
Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
d4b5054d
|
2015-09-28T12:19:26
|
|
compiler: Rewrite do-while loops as while loops
This works around a Mac driver shader compiler bug that makes many
do-while loops cause GPU-hangs when ran.
BUG=angleproject:891
Change-Id: I29828d6ea9e887ad0ed0c577f1deb41fb632a900
Reviewed-on: https://chromium-review.googlesource.com/302465
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
a0a9e12d
|
2015-09-02T15:54:30
|
|
translator: Add sh::OutputVariable type.
This replaces the dual-use of sh::Attribute, which can be a bit
confusing to people expecting a literal output variable.
Currently not used in Chromium, so should be safe to land.
BUG=angleproject:1146
Change-Id: I436f2bc9dc4ddc3709369cb2baa344c6b13a21a2
Reviewed-on: https://chromium-review.googlesource.com/296683
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
b18609b9
|
2015-07-16T14:13:11
|
|
Implement ES 2,3 parts of EXT_blend_func_extended for shader translation
Exposes gl_SecondaryFragColor, glSecondaryFragData[] and
gl_MaxDualSourceDrawBuffers to GLES SL 1.0.
Relaxes rules for undefined output locations for GLES SL 3.0
and exposes gl_MaxDualSourceDrawBuffers.
If the output GL context is GL ES 2.0 or 3.0:
The emulation layer is expected to turn on EXT_blend_func_extended
if the output GL context supports it.
If the output GL context is GL:
The emulation layer is expected to turn on EXT_blend_func_extended
if the output GL context supports ARB_blend_func_extended or if GL
context is 3.2 or later.
If the source shader spec is GLES SL 2.0: The emulation layer is
expected to inspect the shader compilation output variables upon
linking. If output target is GL SL, the emulation layer should bind
color location 0, index 1 to "angle_SecondaryFragColor" if variable
"gl_SecondaryFragColorEXT" is used. Alternatively, emulation layer
should bind "angle_SecondaryFragData" to locations 0,1,2,3,..., all
color index 1, if "gl_SecondaryFragData" array is used.
(The caller can not bind the locations or specify output variables.)
If the source shader spec is GLES SL 3.0:
The emulation layer is expected to do location auto-resolve of the
the output variables that have undefined output locations that have
not been bound by the caller.
(The caller can not use gl_ built-ins, so nothing to do with those.)
BUG=angleproject:1085
TEST=angle_unittest
Change-Id: I5cafe205b0c29478b0dcd24aa89a7b0000f5d046
Reviewed-on: https://chromium-review.googlesource.com/287580
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Kimmo Kinnunen <kkinnunen@nvidia.com>
|
|
8273e006
|
2015-06-15T13:40:19
|
|
Add new GLSL target versions.
Test the emulated GLSL functions against multiple GL versions.
BUG=angleproject:1044
Change-Id: I1e12523301042f0d541ab2f4e73f02319d1584ef
Reviewed-on: https://chromium-review.googlesource.com/277702
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
2539fffa
|
2015-06-16T17:56:09
|
|
Add ShClearResults() for clearing last compilation results.
This helps reclaiming memory used by the results when we don't need
them anymore.
BUG=492725
Change-Id: I4bc11be27b23589548120f0dc43e9979bf894089
Reviewed-on: https://chromium-review.googlesource.com/277808
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Dmitry Skiba <dskiba@google.com>
Tested-by: Dmitry Skiba <dskiba@google.com>
Reviewed-by: Dmitry Skiba <dskiba@google.com>
|
|
5c407bb7
|
2015-06-01T12:20:39
|
|
Work around pow() issue in NVIDIA 331.x drivers
pow(x, y) when y is a certain kind of a constant vector can cause issues on
NVIDIA 331 series drivers. Add an option to replace pow(x, y) with
exp2(y * log2(x)) when y is a constant to work around this issue.
This is done with an AST traverser instead of BuiltInFunctionEmulator, since
there's no mechanism in BuiltInFunctionEmulator to apply the replacements
only to calls where the second parameter is constant.
TEST=WebGL conformance tests
BUG=chromium:477306
Change-Id: Ifb327d72659fca36868439f24705203014b3ce53
Reviewed-on: https://chromium-review.googlesource.com/274279
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
|
37ad4744
|
2015-04-27T13:18:50
|
|
Add support for parsing ESSL3 invariant qualifiers
The parser recognizes ESSL3 invariant variable declaration syntax and
marks the variables as invariant.
In ESSL3, invariant out variables can be linked to non-invariant
in variables, so linking checks should now be different depending on
shading language version. A shading language version dependent varying
matching check is added to the translator API to facilitate this.
Tested by deqp/data/gles3/shaders/qualification_order.html after patching
Chrome to use the new linking check API.
A previous revision of this change that broke API compatibility was
reverted since it broke Chromium FYI bots. This revision keeps deprecated
API functionality around for now so that changes can be rolled
step-by-step to Chromium without breakage.
TEST=WebGL 2 conformance tests, angle_unittests
BUG=angleproject:987
Change-Id: Iecb64e3afd23e267ba999bc17f44390affcdfc13
Reviewed-on: https://chromium-review.googlesource.com/269940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
9e64edce
|
2015-05-07T14:08:06
|
|
Revert "Add support for parsing ESSL3 invariant qualifiers"
Build breaks in GPU FYI bots.
BUG=angleproject:987
This reverts commit 4008879357159c7850cf105f2ae842bc68dd3c18.
Change-Id: Ia88ad302c403c65516c050eb7741316b5097bcfb
Reviewed-on: https://chromium-review.googlesource.com/269847
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
40088793
|
2015-04-27T13:18:50
|
|
Add support for parsing ESSL3 invariant qualifiers
The parser recognizes ESSL3 invariant variable declaration syntax and
marks the variables as invariant.
In ESSL3, invariant out variables can be linked to non-invariant
in variables, so linking checks should now be different depending on
shading language version. The varying matching check in the translator
API is changed to be shading language version dependent to facilitate
this.
Tested by deqp/data/gles3/shaders/qualification_order.html after patching
Chrome to use the new linking check API.
TEST=WebGL 2 conformance tests, angle_unittests
BUG=angleproject:987
Change-Id: I3982feff7380c4dfc647940ee03a020692dd0c59
Reviewed-on: https://chromium-review.googlesource.com/267663
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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|
ad0d0799
|
2015-04-08T14:25:06
|
|
Expand ShShaderOutput for different GLSL versions
BUG=angleproject:968
Change-Id: I2d4c0a8e9a91a940922da4501c22124da0c0399c
Reviewed-on: https://chromium-review.googlesource.com/264840
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
a094a8a9
|
2015-04-07T11:53:06
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|
Add a compiler option to prune unused function and prototypes
Also adds a simple unit test checking the pruning
BUG=angleproject:937
BUG=395048
Change-Id: I88440378f66178dcebebcd596f8f80235903f20e
Reviewed-on: https://chromium-review.googlesource.com/264568
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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78b3a8b9
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2015-04-08T16:04:24
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|
Revert "Add a compiler option to prune unused function and prototypes"
Compile error on Mac:
http://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Mac%20Builder/builds/29051
This reverts commit e423d9ca6e1b340ae06d543419b8a515de5ac3f2.
Change-Id: Ie08d7f2bf86089a006f3177480aa7491a9405257
Reviewed-on: https://chromium-review.googlesource.com/264585
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
e423d9ca
|
2015-04-07T11:53:06
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|
Add a compiler option to prune unused function and prototypes
Also adds a simple unit test checking the pruning
BUG=angleproject:937
BUG=395048
Change-Id: I49904c34d1a72949cdc579569967d99c736c7237
Reviewed-on: https://chromium-review.googlesource.com/264415
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
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05b6b7fc
|
2015-03-02T17:08:09
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|
Add an SH_GLSL_CORE_OUTPUT profile.
So we could generate shaders for Apple using core GL profile.
By switching to core profile, we still pass most WebGL conformance tests 1.0.2 on Linux, but not all, so apparently more work is needed.
However, I think it's OK to check this CL in because this output profile will be only used behind a chromium switch.
BUG=angleproject:933
TEST=webgl conformance tests
Change-Id: Iad70e1aebf82349d3fc5f4116c1d6bc4448193fd
Reviewed-on: https://chromium-review.googlesource.com/255282
Tested-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
73941deb
|
2015-02-25T14:34:49
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|
Disable the HLSL code in Angle if it is not being used.
We're only using the HLSL code in Windows so
it's not necessary to compile and distribute it on other platforms.
This adds a defined ANGLE_ENABLE_HLSL that can be checked in files that
are used by non-HLSL code as well. Mostly the HLSL code is just not
include by the build system.
Details of the space savings (heavily truncated)
Total change: -165717 bytes
===========================
-606 - Source: angle/src/common/utilities.cpp
-627 - Source: angle/src/compiler/translator/FlagStd140Structs.cpp
-695 - Source: /usr/include/c++/4.8/bits/stl_algo.h
-710 - Source: angle/src/compiler/translator/TranslatorHLSL.cpp
-713 - Source: angle/src/compiler/translator/IntermNode.h
-863 - Source: /usr/include/c++/4.8/bits/stl_map.h
-935 - Source: angle/src/compiler/translator/blocklayout.cpp
-1515 - Source: angle/src/compiler/translator/BuiltInFunctionEmulator.cpp
-1655 - Source: angle/src/compiler/translator/UnfoldShortCircuit.cpp
-2375 - Source: /usr/include/c++/4.8/bits/vector.tcc
-3135 - Source: angle/src/compiler/translator/RewriteElseBlocks.cpp
-4656 - Source: angle/src/compiler/translator/UtilsHLSL.cpp
-5265 - Source: angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp
-6505 - Source: /usr/include/c++/4.8/bits/stl_tree.h
-11480 - Source: angle/src/compiler/translator/UniformHLSL.cpp
-13580 - Source: angle/src/compiler/translator/StructureHLSL.cpp
-18964 - Source: ??
(constant strings and a few vtbls)
-89332 - Source: angle/src/compiler/translator/OutputHLSL.cpp
Change-Id: I23ccc98abd0a21f847dd34f9482800b3ba679d56
Reviewed-on: https://chromium-review.googlesource.com/251528
Tested-by: bratell at Opera <bratell@opera.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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ea7a2121
|
2014-11-17T16:15:57
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|
Add GLSL/ESSL validator/translator support for GL_EXT_shader_framebuffer_fetch.
BUG=angle:834
Change-Id: I2d4e25909a8e1266b9bb7f1d4421324143157c8a
Reviewed-on: https://chromium-review.googlesource.com/231032
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Erik Dahlström <ed@opera.com>
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853dc1ab
|
2014-11-06T17:25:48
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Add mediump and lowp precision emulation support for GLSL output
This implements the rounding as specified in WEBGL_debug_shader_precision
extension proposal for desktop GLSL and ESSL output. The bulk of the new
functionality is added in the form of a new EmulatePrecision AST
traverser, which inserts calls to the rounding routines angle_frm and
angle_frl in the appropriate places, and writes the rounding routines
themselves to the shader.
Compound assignments which are subject to emulation are transformed from
"x op= y" to "angle_compound_op_frm(x, y)", a call to a function which
does the appropriate rounding and places the result of the operation to
x.
The angle_ prefixed names should not clash with user-defined names if
name hashing is on. If name hashing is not on, the precision emulation
can only be used if the angle_ prefix is reserved for use by ANGLE.
To support the rounding routines in output, a new operator type is added
for internal helper function calls, which are not subject to name
hashing.
In ESSL output, all variables are forced to highp when precision
emulation is on to ensure consistency with how precision emulation
performs on desktop.
Comprehensive tests for the added code generation are included.
BUG=angle:787
Change-Id: I0d0ad9327888f803a32e79b64b08763c654c913b
Reviewed-on: https://chromium-review.googlesource.com/229631
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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0a73dd85
|
2014-11-19T16:18:08
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|
Fix include guards.
BUG=angle:733
Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced
Reviewed-on: https://chromium-review.googlesource.com/230831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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4de44cb6
|
2014-10-29T18:03:46
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|
Change ShaderLang APIs from c style to c++ style.
BUG=angle:816
TEST=gpu_unittests,angle_unittests,webgl_conformance
Change-Id: I0b46c11f6055a82511bb946a6dc491360835526e
Reviewed-on: https://chromium-review.googlesource.com/226410
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
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db9b40b0
|
2014-10-29T15:00:04
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|
Reject shaders of a version that the compiler doesn't support.
For example, WebGL 1.0 compiler should not compile WebGL 2.0 shaders.
BUG=angle:
TEST=815
Change-Id: Iaec66fa5127426778aff6e3891e2c214048d7457
Reviewed-on: https://chromium-review.googlesource.com/226380
Tested-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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409078f1
|
2014-10-28T13:23:18
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|
Remove ShGetVariableInfo() and related code.
BUG=angle:775
TEST=chromium builds and runs fine
Change-Id: Ic62d3a3c9a8f034880b77a96f7f1c6be2691985e
Reviewed-on: https://chromium-review.googlesource.com/226004
Tested-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
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7c1cfd61
|
2014-10-15T14:59:57
|
|
Make ShBuiltInResources comparable with memcmp
Chromium builds a std::map with ShBuiltInResources as part of the key.
Comparator for == and < are needed for the map implementation.
Currently Chromium uses memcmp as the comparator. Padding
in ShBuiltInResources causes uninitialized reads.
Fix this by clearing the padding with memset during ShBuiltInResources
initialization.
Change-Id: I78aa3c59ce165503831aa2a67c96cf8af316c152
Reviewed-on: https://chromium-review.googlesource.com/223431
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Shannon Woods <shannonwoods@chromium.org>
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e61209af
|
2014-09-26T12:01:17
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Add option to support EXT_draw_buffers with NV_draw_buffers
After this patch, it is possible to set a flag to change
EXT_draw_buffers extension directives to NV_draw_buffers in ESSL.
This enables users of ANGLE to emulate EXT_draw_buffers by using
NV_draw_buffers in combination with GLES3.0.
Change-Id: I5dacdbd6cd0d0362424ea3791557342c42efd4bd
Reviewed-on: https://chromium-review.googlesource.com/219941
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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42bcf32e
|
2014-08-25T16:20:46
|
|
Refactor ShaderVariables to store fields in the base.
Instead of only storing structure information in Varyings, Uniforms
and Interface Block Fields, store it in the base class. Also only
store base variable information for struct fields, instead of fully
typed information. This works because stuff like interpolation type,
invariance, and other properties are for the entire variable, not
individual fields.
Also add new fields for interface block instance name, varying
invariance and structure name for all struct types.
BUG=angle:466
Change-Id: If03fc071e6becb7aad6dea5093989bba7daee69e
Reviewed-on: https://chromium-review.googlesource.com/213501
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
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e740addb
|
2014-07-18T17:01:01
|
|
Add compiler option SH_REGENERATE_STRUCT_NAMES.
BUG=angle:701
TEST=webgl conformance tests
Change-Id: I13b35900956e7d840d5891a5bab90a400347cd6f
Reviewed-on: https://chromium-review.googlesource.com/209229
Tested-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
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e294bb87
|
2014-07-17T14:16:26
|
|
Add new shader inspection APIs.
Each new entry point corresponds to one of the variable types:
varyings, attributes, uniforms, output variables, and interface
blocks. They return a pointer to the vector with all of the
parsed variables, which then the app can copy to its own memory.
Currently we do not support the staticUse field in the HLSL
translator.
BUG=angle:466
Change-Id: I7dc09e761ab070feef5360ad27740110c44853b3
Reviewed-on: https://chromium-review.googlesource.com/208750
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
|
|
9fe25e9e
|
2014-07-18T10:33:08
|
|
Add a uniform register query to the translator.
This returns the uniform index that we assigned for default uniforms.
All the dependent structure offsets can be determined from the base
register, so we won't have to store uniform information in the shader
variable.
BUG=angle:466
Change-Id: I0dd05251e8dba00c20d09fd865dfb150de56738e
Reviewed-on: https://chromium-review.googlesource.com/207254
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
|
|
cd68fe79
|
2014-07-11T10:45:44
|
|
Add a compiler option to rewrite vec/mat constructors
If one of the parameters is a vec/mat, expand it into scalars.
This is to work around Linux NVIDIA/AMD and Mac NVIDIA driver bugs.
BUG=angle:695
TEST=webgl conformance test
Change-Id: I35e1e25167d99f873dcb03bfb57a30e84b1aeed5
Reviewed-on: https://chromium-review.googlesource.com/207479
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
|
|
4e1fd412
|
2014-07-10T17:50:10
|
|
Store a map of interface block registers.
The shader translator can return the assigned register for a
block via a new API. This will let us delete the member variable
in interface blocks for the register -- a nice thing for GLSL.
BUG=angle:466
Change-Id: I9bc38e0cd031e32f90787be42c2324fc7c79dbf9
Reviewed-on: https://chromium-review.googlesource.com/206828
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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183bde55
|
2014-07-02T15:31:19
|
|
Return shader variable information using GLenum values.
Instead of duplicating GL header define values, explictly return
GLenum for variable queries in the shader inspection API. This
reduces the duplicate defines in the shader compiler header.
BUG=angle:466
Change-Id: Iddaaff597b188251fa2e546f352bf77ab3ac43bc
Reviewed-on: https://chromium-review.googlesource.com/205860
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
|
|
ce505553
|
2014-06-26T14:56:33
|
|
Revert "Return variable type queries using GLenum values."
Breaks the FYI bots until we get Chromium patched.
BUG=angle:466
This reverts commit 53221f5a0382887155d90f7f286e41190d4f5bfb.
Change-Id: Ib28548df5c10a6f76f46e4cf8f2013dca5cf0ee2
Reviewed-on: https://chromium-review.googlesource.com/205850
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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53221f5a
|
2014-06-25T16:04:59
|
|
Return variable type queries using GLenum values.
Instead of duplicating GL header define values, explictly return
GLenum for variable queries in the shader inspection API. This
reduces the duplicate defines in the shader compiler header.
BUG=angle:466
Change-Id: If631b20ce68747297a946e1371def7709027a613
Reviewed-on: https://chromium-review.googlesource.com/204937
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
|
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68fe74aa
|
2014-05-27T12:56:01
|
|
Add a compiler query for the translator output type.
This is useful for determining if we are compiling to a D3D9 or D3D11
shader outside of the internal translator classes.
BUG=angle:656
Change-Id: Ib1c1d3de569edaa2b65c24c09d05aa4dd229d3e4
Reviewed-on: https://chromium-review.googlesource.com/201564
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
2d76e5f6
|
2014-05-16T17:46:41
|
|
Adds resource string generation to ANGLE
This will avoid Chrome source having to be updated each time that ANGLE's
ShBuiltInResources changes.
BUG=374942
Change-Id: If54dba8351de9b261ff269e885f231547c08ff0a
Reviewed-on: https://chromium-review.googlesource.com/200171
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Tested-by: Shannon Woods <shannonwoods@chromium.org>
|
|
46485086
|
2014-04-15T13:12:50
|
|
Implement EXT_shader_texture_lod
BUG=angle:551
Change-Id: I81d7574a15861f1b24ddf6147cf71adbf20e10f3
Reviewed-on: https://chromium-review.googlesource.com/194960
Tested-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
|
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3cdfcce8
|
2014-03-07T13:00:08
|
|
Remove SH_MAP_LONG_VARIABLE_NAMES
We use hashing to map all variables/strcuture field names, etc,
so we no longer need this option.
Checked with Firefox and WebKit, they no longer use this option
either. Time to remove it.
Change-Id: Ie3e79b91a05258b04af419a9c42b2fd1b00e67c4
Reviewed-on: https://chromium-review.googlesource.com/189236
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-on: https://chromium-review.googlesource.com/189568
|
|
550c600b
|
2014-02-26T15:40:48
|
|
Improvement on loop unrolling with loops indexing sampler arrays
1) Before this workaround is hardwired on mac, now we move it behind a compil
2) Fix the issue where "break" inside the loop isn't handled while unrolled.
BUG=338474
TEST=webgl conformance test sampler-array-using-loop-index.html
Change-Id: I4996a42c2dea39a8a5af772c256f8e3cb383f59a
Reviewed-on: https://chromium-review.googlesource.com/188079
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
Conflicts:
include/GLSLANG/ShaderLang.h
src/compiler/translator/ValidateLimitations.cpp
Change-Id: I546197bd7df1634ebccdd380be14c3250cd56151
Reviewed-on: https://chromium-review.googlesource.com/189061
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
|
|
4a667fe9
|
2014-02-11T12:35:01
|
|
Add an option to initialize varyings without static use in vertex shaders
ANGLEBUG=554
TEST=webgl conformance test on mac: shaders-with-varyings.html
r=kbr@chromium.org,nicolascapens@chromium.org
cc=alokp@chromium.org,shannonwoods@chromium.org
Change-Id: I2e692d43fb15f1cf3ade3e398020d1fedb2b32f0
Reviewed-on: https://chromium-review.googlesource.com/185922
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
Conflicts:
src/common/version.h
src/compiler/translator/Compiler.cpp
Change-Id: If7db13ef345bd6199d4ea0d7786f0de20885f2f3
Reviewed-on: https://chromium-review.googlesource.com/186144
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Zhenyao Mo <zmo@chromium.org>
|
|
7cab38b5
|
2013-10-15T12:59:30
|
|
Add an option to unfold short circuiting in AST.
We replace "a || b" with "a ? true : b",
"a && b" with "a ? b : false".
This is to work around short circuiting bug in Mac drivers.
ANGLEBUG=482
TEST=webgl conformance tests
R=alokp@chromium.org, kbr@chromium.org
Review URL: https://codereview.appspot.com/14529048
Conflicts:
src/build_angle.gypi
src/compiler/translator/Compiler.cpp
Change-Id: Ic2384a97d58f54294efcb3a012deb2007a9fc658
Reviewed-on: https://chromium-review.googlesource.com/178996
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tested-by: Shannon Woods <shannonwoods@chromium.org>
|
|
31f0dc0a
|
2013-10-08T13:29:13
|
|
Merge a0bd8ef0aca9eab29a0e5a437b803c5d95a777c6 from master.
Use ANGLE_TRANSLATOR_STATIC to enforce a static build of the translator in
chromium.
This prevents strange warnings from defining COMPONENT_BUILD=0.
Also rename COMPILER_IMPLEMENTATION to ANGLE_TRANSLATOR_IMPLEMENTATION
for better consistency in chromium.
ANGLEBUG=477
R=zmo@chromium.org
BUG=
|
|
ac44cd2b
|
2013-09-23T14:57:09
|
|
Add an option in ANGLE shader translator to initialize gl_Position to vec4(0.0, 0.0, 0.0, 1.0).
This is to work around driver bugs where shader compile or program link would fail incorrectly if gl_Position is not set in vertex shader.
At the moment at least Linux NVIDIA driver has this bug.
ANGLEBUG=472
R=alokp@chromium.org, kbr@chromium.org
Review URL: https://codereview.appspot.com/13509043
|
|
a15f3e84
|
2013-09-23T14:57:08
|
|
Expose the packing function so we can check varyings packing per program
ANGLEBUG=471
R=kbr@chromium.org
Review URL: https://codereview.appspot.com/13322043
|
|
d2d340b0
|
2013-09-23T14:57:05
|
|
Add static_use to shader variable info query.
BUG=249018
ANGLEBUG=465
R=kbr@chromium.org
Review URL: https://codereview.appspot.com/13158043
|
|
fa3c346f
|
2013-09-23T14:57:04
|
|
Build fix: not all types support precisions.
Currently Angle translator made the wrong assumption that all variables have a precision, and ASSERT that.
BUG=276031
TBR=alokp@chromium.org
Review URL: https://codereview.appspot.com/13113044
|
|
74da9f2f
|
2013-09-23T14:57:01
|
|
Expose varying variables and also precision for all variables.
ANGLEBUG=457
R=alokp@chromium.org, kbr@chromium.org
Review URL: https://codereview.appspot.com/12487043
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47fdd13e
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2013-08-30T13:21:04
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Pass varyings to the GLES API from the translator using a direct pointer.
Instead of parsing them indirectly from HLSL, the pointer will allow us to more flexibly
support new types, especially compound types such as structures.
TRAC #23754
Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
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2a1d8a38
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2013-07-18T11:49:40
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Add shadow samplers to the compiler front-end.
TRAC #23394
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Nicolas Capens
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