src/libANGLE/renderer


Log

Author Commit Date CI Message
Jamie Madill dcc9b51d 2017-06-05T15:28:45 D3D11: Consolidate input layout application. This merges all calls to IASetInputLayout to a single place in StateManager11. This means we no longer have to invalidate the state for D3D11, and can always lazily apply the input layout state. Introduces a new ResourceSerial class to replace the uintptr_t and DirtyPointer design. BUG=angleproject:2052 Change-Id: I76b874218b754395f25a129967c769b1f8f82115 Reviewed-on: https://chromium-review.googlesource.com/523025 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 07b36365 2017-06-05T16:08:27 D3D11: Don't dirty all uniforms on program change. Only dirty the uniforms if the uniforms are dirty. This gives about a 20% reduction in ANGLE overhead on a targeted micro-benchmark. It probably won't have that large of an impact on most real-world applications, but it was strictly unnecessary work. Something that came up when investigating the internal program binary cache in ANGLE D3D11. BUG=angleproject:2053 Change-Id: I2d55c010c29ce9627a9001dd2abe6e549f0b7e8c Reviewed-on: https://chromium-review.googlesource.com/524297 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 10bed9fc 2017-06-05T12:59:22 Minor optimizations to DynamicHLSL. This makes us use std::ostringstream in more places, instead of string concatenation. BUG=chromium:697758 Change-Id: Ifdcaa2e7e119664fc9cfdc566ea13b519a294714 Reviewed-on: https://chromium-review.googlesource.com/521729 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang f2a06035 2017-06-05T14:07:36 Force-release images on redefine when robust resource init is enabled. If the user repreatedly calls glTexImage with null data and the same size, it is expected that the texture would re-fill itself with zero'd data. TextureD3D and ImageD3D would no-op these calls when the texture is already the right size. TEST=conformance2/rendering/blitframebuffer-filter-outofbounds BUG=angleproject:1635 Change-Id: I810b15922759a4acfc0ef7da198f068b81e9efc4 Reviewed-on: https://chromium-review.googlesource.com/524436 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 93a540fc 2017-06-05T14:26:47 D3D11: Reset the TF binding offsets when glBeginTransformFeedback is called. BUG=angleproject:2051 Change-Id: I09e8548ef76b7d824743d06b0bba21633bc40a24 Reviewed-on: https://chromium-review.googlesource.com/523671 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill bd044ed8 2017-06-05T12:59:21 Defer shader compiles when possible. When using the program binary memory cache inside ANGLE, this will give a potential fast path. If the user doesn't query the shader compile status or info log before calling LinkProgram, then we can check the program cache before translating the program, and if it finds a hit, we don't even need to call the translator. To preserve the shader settings at compile time, a reference to the current shader translator is kept in a binding pointer on the call to compile. This mirrors a similar implementation in Chromium's command buffer. Also the compile options and source are cached at compile to preserve the correct shader state. BUG=angleproject:1897 Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212 Reviewed-on: https://chromium-review.googlesource.com/517379 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 80cdc376 2017-04-18T13:27:30 DisplayWGL: try all GL context version from the highest The only way to get a core profile context of the highest version using CreateContextAttrib is to try creationg contexts in decreasing version numbers. It might look that asking for a core context of version (0, 0) works on some driver but it create a _compatibility_ context of the highest version instead which might not be supported on some drivers. BUG=angleproject:1994 Change-Id: Ic8a33243909c54ea5940ee81c9c866b141bea420 Reviewed-on: https://chromium-review.googlesource.com/480739 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 63fa2e94 2017-06-01T17:11:41 D3D11: Consolidate Query allocation. This compiles the resource refactor for D3D11. The only remaining non-smart handles are for things like SwapChains and ID3D11Blob. This might be more easily managed by using angle::ComPtr or similar smart pointers instead of the Resource Manager class. BUG=angleproject:2034 Change-Id: I53c753a1c19b05c4e72859dd5046e3ed10866847 Reviewed-on: https://chromium-review.googlesource.com/506777 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0fd806f1 2017-06-01T17:11:40 D3D11: Consolidate Shader allocation. Similar to the InputLayout init, this adds a small helper type to act as a wrapper around shader init data (binary and size). This also adds error trapping to the blit shader compilation. It also removes the LazyResource2 class, and the CompileXS helper methods. BUG=angleproject:2034 Change-Id: I3fd718393c8a0250e4263890f00d0e9147ec9567 Reviewed-on: https://chromium-review.googlesource.com/506776 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 5978e28d 2017-06-02T11:49:31 D3D11: Consolidate InputLayout allocation. This introduces a helper type to act as the initialization data type for input element arrays. A WrappedArray class acts as a helper class to wrap a C array and size into a C++ class, similar to std::array but without the data storage. Also move resource deallocation memory counting into a single code path. BUG=angleproject:2034 Change-Id: I5e108254777f0df65f5f60fe26e760c71b95b542 Reviewed-on: https://chromium-review.googlesource.com/506775 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez e7557744 2017-06-01T13:09:57 WebGL compatibility: remove UB for draw buffers in the GL backend. WebGL adds two rules: - Fragment outputs declared but not written to should default to black. - FBO attachments for outputs not declared in the shader should not be written to (it is UB in OpenGL ES). Fix the first one by using the SH_INIT_OUTPUT_VARIABLES compiler options, and the second one by messing with glDrawBuffers so that the enabled draw buffers are always a subset of the ones declared by the shader. BUG=angleproject:2048 Change-Id: I1d851c190959c1acfc3e41d837e6990aec1d4086 Reviewed-on: https://chromium-review.googlesource.com/521682 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b7d5e303 2017-06-01T16:04:46 D3D11: Default init all textures. The resource manager factory methods will use ClearView or zero-filled buffers to set initial data. It assumes there are no 3D depth/stencil textures. This will lead to some wasteful re-creation of RTVs in some cases. This is a temporary measure until we can implement more efficient lazy resource init strategies. BUG=angleproject:1635 Change-Id: I590e76587d3d96a359beedb79e21d24930e5f2e0 Reviewed-on: https://chromium-review.googlesource.com/503254 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c564c070 2017-06-01T12:45:42 Pass gl::Context to impl methods instead of ContextImpl. In some cases we might have to call back into the GL layer, passing the Context, and if we just have a ContextImpl pointer this isn't possible. It also removes the need for SafeGetImpl. BUG=angleproject:2044 Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6 Reviewed-on: https://chromium-review.googlesource.com/516835 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 948bbe51 2017-06-01T13:10:42 Redesign robust resource init as a display extension. Also correct the enum allocation to values that are available to ANGLE. BUG=angleproject:1635 Change-Id: I443f5654aa6a5049b4a1ae4c253cd6473b4e446e Reviewed-on: https://chromium-review.googlesource.com/520002 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill cd930cf0 2017-05-31T13:36:32 EGLDevice: Fix edge-case memory leak. This could happen if there was an error on device init. Reported by Microsoft. BUG=None Change-Id: I059fd9308d0536b4120c28e684e37567d14b3fd5 Reviewed-on: https://chromium-review.googlesource.com/519642 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill ea19b4ac 2017-05-25T14:48:34 Don't store Renderer in RenderStateCache. Instead pass it around via methods. This makes the code a bit nicer. BUG=angleproject:2044 Change-Id: I721e190a2ecde2b1a65e57debf419ee06a5dce29 Reviewed-on: https://chromium-review.googlesource.com/516385 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 9216a6e2 2017-05-24T15:53:20 Introduce MRUCache. This library comes from Chromium's base, and is useful for many use cases in ANGLE. It can replace the custom MRU code we use in the RenderStateCache. It will also be useful for implementing a program binary cache. BUG=angleproject:2044 Change-Id: Iba166fe380d7ed4e3123428b0227b9d299f756d1 Reviewed-on: https://chromium-review.googlesource.com/516384 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 0a82f2fa 2017-05-30T15:42:00 D3D11: Don't copy SharedSRVs around. This was causing a very large performance regression in Texture re-binding. Instead pass by const &, which should be fine, since values in std::map (and unordered_map) are not reallocated when the map changes. Also make the SharedResource type non-copyable, and add an explicit makeCopy method for when we need to clone the shared pointer. BUG=angleproject:2034 BUG=chromium:727318 Change-Id: I39508a6ca4b41e4da31fe68899caa4464138cada Reviewed-on: https://chromium-review.googlesource.com/517670 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 63d8c266 2017-05-29T13:35:09 Re-use std::hash in RenderStateCache. This will allow us to more easily take advantage of Chromium's MRUCache class. BUG=angleproject:2044 Change-Id: I3fad82fc825861dc1c2095f25da83159da76e76b Reviewed-on: https://chromium-review.googlesource.com/517359 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill aa0a5446 2017-05-25T13:30:23 Ensure gl State structs are zero filled. In some cases we would hash or memcmp against structs with bools or other non-filled data. This could have implementation differences, and may have been causing cache errors on Clang. BUG=chromium:721648 BUG=angleproject:2044 Change-Id: I981a1e6e8d50a33f7fade568497b72b919accfce Reviewed-on: https://chromium-review.googlesource.com/516383 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 80616218 2017-05-17T15:40:03 Support CHROMIUM_copy_texture for all formats on D3D11. Adds a CPU readback and conversion path when the destination texture is not renderable. BUG=angleproject:1932 Change-Id: I71461ca991dc10dd636ff38e1ae20db2be0f8d63 Reviewed-on: https://chromium-review.googlesource.com/508308 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 98de826c 2017-05-29T13:01:02 Platform: Fix initialization order in tests. Because of the platform refactor in abf38572062b91 we broke the way the tests override the D3D workarounds for the tiny depth/stencil bug. This change passes a pointer to the platform directly in the EGL init logic, which solves this issue. It also removes all decltype code in the platform header which might fix the UBSAN problem we were seeing previously. Also change a present mode selection error into a warning in the Vk back-end, since this was being triggered on AMD, but is safe. BUG=angleproject:2042 Change-Id: Ibbd0c69ce11a840cf4b33c616f56020001e553aa Reviewed-on: https://chromium-review.googlesource.com/513519 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 20805650 2017-05-25T12:20:59 D3D11: Consolidate state allocation. This cleans up the allocation and deallocation of Blend, DepthStencil, Rasterizer, and Sampler states. This patch introduces a LazyResource2 class, basically a replacement for LazyResource, which will be removed once the refactor is done. BUG=angleproject:2034 Change-Id: I4fa759ae479807ff69a629f89a08b01800ba3f66 Reviewed-on: https://chromium-review.googlesource.com/503627 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 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>
Jamie Madill bdc1e2a2 2017-05-24T14:40:27 D3D11: Consolidate Buffer allocation. We now allocate and release all buffer resources from a single place, allowing us to allocate junk memory, clear on init, and track the currently allocated buffer memory. BUG=angleproject:2034 Change-Id: Id60b63a7f77bc369dfc494a7587ab06c8d34a8e2 Reviewed-on: https://chromium-review.googlesource.com/503253 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 2c479d6e 2017-05-24T14:37:22 D3D11: Use TextureHelper11 everywhere. This consolidates all texture allocation into ResourceManager11. It removes a lot of error checking and resource management code. In a few places we're storing some redundant information, like in TextureStorage11, we might store the Format pointer in two places, or the Texture's size. BUG=angleproject:2034 Change-Id: I9369e76925a67632c444c662e5667c5ed7875547 Reviewed-on: https://chromium-review.googlesource.com/503252 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6811a316 2017-05-24T16:50:06 Use GetPlatformDisplay instead of GetPlatformDisplayEXT. This will allow us to use EGLAttrib and pass pointers as Display init parameters if necessary. BUG=angleproject:2042 Change-Id: Ib0f85d71bc9d3dff2db9453012f40303f3c3bd7c Reviewed-on: https://chromium-review.googlesource.com/513518 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 9d7d719c 2017-05-24T14:35:59 D3D11: Move CreateStagingTexture to Renderer11. This will make staging texture tracking easier. BUG=angleproject:2034 Change-Id: I2f0418cc5784100bf6fba59b4bda1b2dd9dc18d1 Reviewed-on: https://chromium-review.googlesource.com/503251 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 4f0e003e 2017-05-01T16:04:35 Implement the new formats/features of the ES3 CHROMIUM_copy_texture. Some non-renderable texture formats remain unimplemented. BUG=angleproject:1932 Change-Id: Id206432d6e26a70fc0e84478a4e43e9eefadcf2f Reviewed-on: https://chromium-review.googlesource.com/491948 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill caafd890 2017-05-19T14:31:25 D3D11: Don't store device in InputLayoutCache. We will need the Renderer pointer for resource allocation, so pass it around instead of storing the device and context. BUG=angleproject:2034 Change-Id: Iaf271913f88c5402895aa81de310aa22fcd72cc4 Reviewed-on: https://chromium-review.googlesource.com/509930 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e0e009fe 2017-05-19T14:13:03 D3D11: Consolidate SRV allocation. This change also moves all SRV storage to use the custom smart pointer classes in ResourceManager11. Every single SRV is now allocated in ResourceManager11. For TextureStorage11 and RenderTarget11, we use a shared pointer type since the SRVs use shared ownership by both classes. BUG=angleproject:2034 Change-Id: I90666fbbbc23ff10870b7401f3da09ef79258136 Reviewed-on: https://chromium-review.googlesource.com/503250 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 39b826fc 2017-05-24T09:47:44 Reduce warning spam for failed D3D shaders. This prevents Chrome's about:gpu from being filled with bad shaders, and instead only prints the relevant error lines. BUG=None Change-Id: I75fcd2ef920d2ed7b98e8668c487b0921faf4c0b Reviewed-on: https://chromium-review.googlesource.com/513417 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 764a1e76 2017-05-18T11:11:47 D3D11: Consolidate DSV allocation. This uses the new classes introduced in ResourceManager11. Smart pointers mean we can use ANGLE_TRY in more places, and don't need to manually release these views. There is now a single point in the D3D11 back-end where depth stencil views are allocated. BUG=angleproject:2034 Change-Id: If0de2529ece1298e8babf24c07cc4be9849cc4de Reviewed-on: https://chromium-review.googlesource.com/503249 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shao df682a8e 2017-03-31T15:13:21 ES31: Refactor syncState in VertexArrayGL This patch intends to solve several design issues by refactoring the process of syncState in VertexArrayGL before implementing ES3.1 feature Vertex Attrib Binding on the OpenGL back-end. 1. Use nullptr as the flag of using client memory pointer 2. Simplify comparisons in updateAttribPointer. 3. Put all code related to mFunctions->vertexAttrib*Pointer() into an individual function 4. Remove redundant mStateManager->bindVertexArray() in all update* functioins and only call it once in syncState(). BUG=angleproject:1593 Change-Id: I8f68534bb9291a601b9b77954d7281e5171c2b55 Reviewed-on: https://chromium-review.googlesource.com/465378 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 403c1682 2017-05-18T11:11:46 D3D11: Add resource manager classes. The resource manager tracks the allocations and deallocations of all D3D11 resources that have device memory: Buffers and Textures (which are either 2D or 3D). It also tracks the number of active Views (DSV, RTV, and SRV, potentially UAV with ES 3.1). A new smart pointer type will wrap the resource deallocation so that the object notifies the manager when ANGLE is done with the resouce. This allows us to track precisely how much GPU memory we think we're using at any point, and will help prevent resource leaks for these object types. It also makes initialization and releasing much more trivial. The base class for a resource uses a template template parameter so that we can use a unique or shared pointer depending on if the object in question needs unique or shared ownership. For some resources (in our case, SRVs are shared between the TextureStorage11 and RenderTarget11 classes, and Textures are shared in many places) we need to have the ability to have shared ownership. Unique ownership is a little bit more efficient so supporting both can be helpful. In this patch RenderTargetView allocation is moved to use the unique smart pointer. BUG=angleproject:2034 Change-Id: Idb1245c24cd66733b8b5ca524c727350b2d2c745 Reviewed-on: https://chromium-review.googlesource.com/503248 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 451b2b7f 2017-05-15T15:32:02 Correctly generate mipmaps for sRGB textures. sRGB textures need to linearize their data before averaging, this worked correctly on the GPU mipmap generation functions but not the CPU ones. BUG=angleproject:2019 TEST=conformance/extensions/ext-sRGB Change-Id: I554dac89b12acf5ebf5b7cab6f6faf0bce5168a6 Reviewed-on: https://chromium-review.googlesource.com/506241 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 231c7f56 2017-04-26T13:45:37 Apply clang-format to many files. This cleans up the formatting in many places. BUG=None Change-Id: I6c6652ebc042f1f0ffecced53582d09d66b4f384 Reviewed-on: https://chromium-review.googlesource.com/487884 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 73badc07 2017-03-29T19:14:53 ES31: Implement glDispatchCompute for D3D backend BUG=angleproject:1955 TESTCASE=angle_end2end_tests Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf Reviewed-on: https://chromium-review.googlesource.com/462067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei-Shao 995c2ed2 2017-05-15T13:31:45 Initialize currentValueAttrib->binding in updateCurrentValueAttribs This patch intends to fix a crash issue in the win-clang build of ANGLE by adding the missing currentValueAttrib->binding assignment in StateManager11.cpp::updateCurrentValueAttribs(). In D3D11 all vertex attributes (VertexAttribute and its VertexBinding) should be treated as a whole, so we should always ensure these two parts are availabe. This patch also add ASSERTs before using *translated->attrib and *translated->binding to prevent a TranslatedAttribute object having a null attrib or binding. BUG=chromium:721783, angleproject:1593 Change-Id: Id11d6f1d4c37daabad2265e01ea38eb51046b9cb Reviewed-on: https://chromium-review.googlesource.com/505928 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Frank Henigman d5e8e196 2017-05-15T18:37:48 Check FunctionsEGL::terminatePtr before use. FunctionsEGL::terminatePtr could be null if initialization failed, so check it before use to avoid crashing. Change-Id: Ide9378c8e26749ab9d58c01cb36cd923836cde98 Reviewed-on: https://chromium-review.googlesource.com/506627 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Corentin Wallez e9ed3d86 2017-05-15T15:51:37 Use unused uniform blocks workarounds on Linux AMD. The Linux AMD driver optimizes out uniform blocks where WebGL2 and maybe OpenGL ES 3 forbids it. Try to fix this by enabling the workaround that was made for the same problem on OSX. BUG= Change-Id: If3b18ec1f463582d7594221a6f2a08d25207e737 Reviewed-on: https://chromium-review.googlesource.com/506189 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez c895b4c7 2017-05-04T14:18:42 Make IGarbageObject's destructor virtual This fixes a warning. BUG=angleproject:1668 Change-Id: Idf063be9dde0bfbf5f088d69ef38fd97baa69df3 Reviewed-on: https://chromium-review.googlesource.com/495434 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Geoff Lang 62a416d5 2017-04-28T09:59:56 Re-enable the RGB10A2 backbuffer format. BUG=angleproject:1662 Change-Id: I9bd830a3021a0cfa9010c5e58d3a284cc3eeca26 Reviewed-on: https://chromium-review.googlesource.com/490346 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Frank Henigman aa7203ef 2017-05-03T23:32:29 Inherit privately from angle::NonCopyable. Make all inheritance from angle::NonCopyable private so the compiler complains about this (admittedly unlikely) code: class Foo: angle::NonCopyable { virtual ~Foo() { ... } }; angle::NonCopyable *p = new Foo; delete p; In the above code ~Foo() is not called, only ~NonCopyable(), because the latter is not virtual. Making it virtual would add overhead to all derived classes which don't already have a virtual method. Also tighten access in NonCopyable, because we can. BUG=angleproject:2026 Change-Id: Id0dc4d959cfb7bb82cf49382118129abb1d3a4f0 Reviewed-on: https://chromium-review.googlesource.com/495352 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Geoff Lang 677bb6ff 2017-04-05T12:40:40 Update checks for floating point renderability. * Expose GL_CHROMIUM_color_buffer_float_rgb and GL_CHROMIUM_color_buffer_float_rgba * Fix many texture formats that were incorrectly checking the wrong extension for support or renderability. * Make all floating point texture extensions dynamically enableable. BUG=angleproject:1958 BUG=angleproject:1715 Change-Id: Iefccc8b5ae5edd97623affa9de05b1d9af5c9598 Reviewed-on: https://chromium-review.googlesource.com/468450 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 6ba99e3d 2017-05-03T13:10:46 Re-generate pre-compiled D3D shaders. BUG=angleproject:1932 Change-Id: I927eb5adc73bcede220ec56a9634783edd735d18 Reviewed-on: https://chromium-review.googlesource.com/494706 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 60c65556 2017-05-02T14:34:05 Shrink FunctionsGL.cpp. Templating here was causing a lot of redundant functions to be generated. We can use a bit of macro magic instead of template magic to reduce the binary size. This reduces the size of the compile file by about 25k. Note that the ASSIGN macro doesn't itself reduce size, but it does save a bit of code size and makes the file look consistent. BUG=angleproject:2022 Change-Id: I3d9a6e1739dcab1fceca3c63d2a4e35c1e847289 Reviewed-on: https://chromium-review.googlesource.com/493891 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shahmeer Esmail 5416f753 2017-03-09T22:02:43 Clear11 Shader Optimizations and Shader Management Rework - ClearShader made into a class that manages all required shaders and input layouts for clears - ClearShader reuses VS for all clear types. This reduces shader compilation time and memory usage significantly - Use constantBuffer for color/z values instead of VB to decouple VB & VS from clearType and allowing for the same VS to be used for multiple clear types - FL10+ Devices: Generate positions using SV_VertexID in VS to avoid having to bind VB. - FL93 Devices: Use an immutable VB containing only position data (SV_VertexID not supported) - Implement CB cache. Incoming color/Z values checked against cache and CB/cache only updated if there is a mismatch. Significantly reduces the frequency of expensive CB map/rename operations especially in common scenarios where most/all clears use the same color/z values BUG=angleproject:1935 Change-Id: I2015fbdcc135ba08b65dbecbe9c62499c2801037 Reviewed-on: https://chromium-review.googlesource.com/453882 Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang e8b35512 2017-04-27T10:38:20 Fix workaround formats not being used when EXT_texture_storage is emulated. This bug showed up on Mac which doesn't support the extension. The internalFormat is correctly translated to the workaround format but the format and type are not. BUG=angleproject:1958 Change-Id: I9b31f0491df1bb623bf59996cbb02d0276b6355c Reviewed-on: https://chromium-review.googlesource.com/488582 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 876429b7 2017-04-20T15:46:24 Update gl2.h and update entry points. Some method signatures were updated. Types like GLclampf and GLvoid were replaced with other equivalents. BUG=angleproject:1309 Change-Id: I05e8e2072c5a063d87ad96a855b907424661e680 Reviewed-on: https://chromium-review.googlesource.com/475011 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 25e297e9 2017-04-20T17:01:20 D3D11: Alias dirty buffer channel bindings. The types for this were a bit disorganized. Clean this up. BUG=angleproject:1635 Change-Id: I669d347697e0c7c5b06ed7165fa0997c375e876e Reviewed-on: https://chromium-review.googlesource.com/483315 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Frank Henigman 29f148b0 2016-11-23T21:05:36 Support Vulkan on Linux as well as Windows. Refactor display and surface classes into Win32 and Linux parts and add Linux parts to gn and gyp builds. BUG=angleproject:1668 Change-Id: I2a7d29c35f4f42fa0035bd97938d3770f3627672 Reviewed-on: https://chromium-review.googlesource.com/412426 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 66c5e619 2017-04-25T11:40:03 TextureD3D: Mark images dirty after deleting the texture storage. When a texture storage is deleted, it copies its mip levels back into images and marks them clean. Marking the images dirty before deleting the texture storage would have no effect. BUG=705865 Change-Id: Ib4c0fc9bea1236fc31963d1b7db814785bc54abc Reviewed-on: https://chromium-review.googlesource.com/486107 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yunchao He f81ce4a3 2017-04-24T10:49:17 Refactoring: replace NULL by nullptr for pointers (3rd CL). This CL mainly handles passing/returning NULL to/from a function. BUG=angleproject:2001 Change-Id: I34802f792e710e3d7ff697cbe4701dc1bf5ab009 Reviewed-on: https://chromium-review.googlesource.com/485060 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill d75dd26c 2017-04-20T17:01:19 Make ImageSibling inherit from FramebufferAttachment. Only currently Renderbuffers and Textures can be bound with images. This makes the relationship explicit, and also ensures that an image sibling can determine if it's been initialized or not, which is important for the robust resource init extension with Textures and EGLImages. BUG=angleproject:1635 Change-Id: Ie05319cfbfda50f1497cab3f0b9ca64e1bff8955 Reviewed-on: https://chromium-review.googlesource.com/469154 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Bryan Bernhart (Intel Americas Inc) 151d5de6 2017-04-13T09:52:23 Enable MSAA for texture client buffers Enhancement to the EGL_ANGLE_d3d_texture_client_buffer extension to allow use of a shared D3D texture that can be multi-sampled. BUG=angleproject:1917 Change-Id: Iaf59bbd575a5dfb29345f55b549bc4017bf2d7d0 Reviewed-on: https://chromium-review.googlesource.com/446907 Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jiawei-Shao 331f6dbd 2017-04-13T13:57:59 Tighten workaround on unary minus for Intel D3D drivers This driver bug has been fixed in 20.19.15.4624. BUG=chromium:644033 Change-Id: I6f621d7c4d4b823da29255f869af84097f4f7c2c Reviewed-on: https://chromium-review.googlesource.com/476118 Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 94ba36a7 2017-03-31T13:58:55 Only bind that native GL texture if it should be complete. If extensions such as OES_texture_float_linear are not exposed but the native drive still supports them, we don't want to bind the native texture and instead bind a texture that is known to sample like the incomplete texture. BUG=angleproject:1959 Change-Id: I610dbd93bb566c8eb2166488a7494b74da4aa327 Reviewed-on: https://chromium-review.googlesource.com/465090 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 76b8f469 2017-04-21T12:23:40 Use a shared state for egl::Image. This allows us to stop duplicating some information in the impl. BUG=angleproject:1635 Change-Id: If8f7d2418571c3254729f48c463814ec18ed2644 Reviewed-on: https://chromium-review.googlesource.com/469153 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jiajia Qin f6b986c8 2017-04-18T14:52:31 Refactor TextureStorage11 The CL includes below changes: 1. Change bool isAssociatedImageValid to void verifyAssociatedImageValid since we always required that the validation check should never be false. So ASSERT() is enough. Same to Image11::isAssociatedStorageValid->Image11::verifyAssociatedStorageValid. 2. Remove the unnecessary if checking after ASSERT 3. Use override instead of virtual if the function is virtual and is overriding a virtual function from the base class. BUG=angleproject:2006 Change-Id: I036666ae1ed4bfcaa8cef9e0e9626d375cd81a27 Reviewed-on: https://chromium-review.googlesource.com/480015 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Yunchao He 4f285443 2017-04-21T12:15:49 Refactoring: replace NULL by nullptr for pointers (2nd CL). This CL mainly handles the pointer comparisons (== or !=). BUG=angleproject:2001 Change-Id: I25ac3b61032e7ad91459a1c6541cadc87cf9b160 Reviewed-on: https://chromium-review.googlesource.com/483935 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4fd95d54 2017-04-05T11:22:18 Stop using FramebufferAttachment::Target. Target includes the binding (DEPTH/STENCIL/COLOR), which is not useful for many operations. Simplify this to just passing the mip/layer. This allows us to stop using this internal struct in other classes. BUG=angleproject:1635 Change-Id: Ic5a11781bf45fe7835437fa1e363c190b876d453 Reviewed-on: https://chromium-review.googlesource.com/469152 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang ba992ab5 2017-04-19T11:18:14 Fix HLSL 3 generation of shaders with texture LOD. BUG=angleproject:2002 Change-Id: If8e6bbaeb5769341f92f05025eafb6a202fec437 Reviewed-on: https://chromium-review.googlesource.com/481680 Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Yunchao He d7297bfb 2017-04-19T15:27:10 Code refactoring: replace NULL by nullptr for pointers. This is the frist change to replace NULL by nullptr. It handles the initialization and assignment for pointers. BUG=angleproject:2001 Change-Id: I6d4bb198a72e38b867cd2f65a6e6f2f61339a0b5 Reviewed-on: https://chromium-review.googlesource.com/481600 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Shao 4181bc97 2017-03-17T14:55:25 Fix bug in updating vertex attribs with client memory pointers In DEBUG version, when using OpenGL back-ends, ANGLE may meet an INVALID_OPERATION error from driver when attemping to update an attribute which is disabled and using a client memory pointer. This patch fixes this bug by skipping such vertex attributes when updating them to driver. With this patch the process to update vertex attributes should be: (1) For enabled attributes using client memory pointer: update by streaming mode in streamAttributes() (2) For disabled attributes using client memory pointer: just label them dirty and skip them (3) For attributes using buffer objects: update with vertexAttrib*Pointer BUG=angleproject:1942 Change-Id: I57043e5904eb4a342fa22d449d98a957010170d6 Reviewed-on: https://chromium-review.googlesource.com/456747 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang ca27139e 2017-04-05T12:30:00 Key the format tables on internal format and type. Keying the format tables on internal format alone is not enough to fully validate the unsized formats which require additional type information. This CL has no functional changes, it just splits the tables and updates the calls to GetInternalFormat info to provide type information when the format is not sized. BUG=angleproject:1523 BUG=angleproject:1958 BUG=angleproject:1228 Change-Id: I37e5201e7f54fa8eca01b8a6e64b11a6b94484e7 Reviewed-on: https://chromium-review.googlesource.com/468449 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0c0dc345 2017-03-24T14:18:51 Vulkan: Defer command buffer submission. This packs more rendering commands into fewer command buffers. Instead of using a single command buffer per-command, create a buffer and record commands into it until we need to present the frame. More sophisticated management will be necessary in the future when we can do other types of copied and read-back from image data. This also reduces the number of Fences we use for checking if the device is finished with resources. Instead of creating a Fence per-command-buffer, it creates one per-swap. BUG=angleproject:1898 Change-Id: I9c6033bc04289fd8f936c0df914afc51fc434b29 Reviewed-on: https://chromium-review.googlesource.com/445800 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 43915883 2017-04-13T10:07:14 Lazily initialize the D3D device in DisplayWGL. Change-Id: I3afe4c0619128d7063f49ed8c295d4b814193f84 Reviewed-on: https://chromium-review.googlesource.com/476930 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 6de51858 2017-04-12T09:53:01 Optimize angle::BitSetIterator. Adds a new custom bitset template to handle packing as many bits as possible into a single variable. Intelligently select the right class depending on platform features and bit sizes. For now, always use a packed 64-bit set on 64-bit, instead of using a 32-bit set for smaller bitsets. BUG=angleproject:1814 Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b Reviewed-on: https://chromium-review.googlesource.com/471827 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang b36e5393 2017-04-12T15:45:13 D3D: Return an empty string when the translated shader source is empty. TEST=conformance/extensions/webgl-debug-shaders BUG=angleproject:1991 Change-Id: Id210ec43501c4e4f3db2c8a0aec25e1d20b18d33 Reviewed-on: https://chromium-review.googlesource.com/475992 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 a9042d3c 2017-03-17T08:50:45 ES31: Add array element transformfeedback This enhances the PackedVarying to be either one element of array, or whole array. Correspondingly the VaryingPacking is expanded to pack it properly. BUG=angleproject:1950 Change-Id: I0529d7ac4367d42b2b433410fbf08351412aada8 Reviewed-on: https://chromium-review.googlesource.com/459115 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 1e5499db 2017-04-05T11:22:16 Refactor Signal utils into template classes. This will allow us to pass on extra information to the receiving end, such as the specific texture levels that are dirty. BUG=angleproject:1635 Change-Id: Idb7ca1d625499e50e7712c458b694f6e9bfc0595 Reviewed-on: https://chromium-review.googlesource.com/453382 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao 2b39659d 2017-03-29T15:36:04 ES31: Implement glDispatchCompute for OpenGL backend This patch refers to https://chromium-review.googlesource.com/c/380639/ BUG=angleproject:1955 TESTCASE=angle_end2end_tests Change-Id: Iafd7a6ba2d71c0b332d9267a1260d9dbd9800c02 Reviewed-on: https://chromium-review.googlesource.com/462089 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill e918de22 2017-04-12T10:21:11 Vulkan: Don't finish on swap. This will enable the next frame to render while the previous frame's command buffers are executing and rendering is happening. This should speed up the Vulkan perf test. BUG=angleproject:1898 Change-Id: I0820300d7934ef280cf75628239fe40dc96b8242 Reviewed-on: https://chromium-review.googlesource.com/445799 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 46258e1f 2017-04-10T12:28:34 Blit9: Pass the dest rect to setViewportAndShaderConstants. Using the sourceRect for calculating the viewport and texture coordinates was not enough when the source and destination rectangles were different sizes (generating mipmaps). BUG=709232 Change-Id: I2704ddf6e3da0939ad77d278ab495e53a2d9bc7d Reviewed-on: https://chromium-review.googlesource.com/473266 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 20e005b2 2017-04-07T14:19:22 Rename BitSetIterator.h to bitset_utils.h BUG=angleproject:1814 Change-Id: I152ae13b6b7cf0ba72259967f0f124e199b20e07 Reviewed-on: https://chromium-review.googlesource.com/471826 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 067cdb4a 2017-04-05T13:42:49 Create depth stencils for D3D texture EGL surfaces. BUG=angleproject:1144 Change-Id: I42d80293c06e40197fe100bcac31a5c6bd414edf Reviewed-on: https://chromium-review.googlesource.com/469106 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 72106562 2017-03-24T14:18:50 Vulkan: Only re-create pipeline on state change. This speeds up the simple perf test, but it is a very simple optimization that does not have a cache of pipelines or anything sophisticated. BUG=angleproject:1898 Change-Id: Iec126bc73bf28f8bb33662a2f70670588f010d72 Reviewed-on: https://chromium-review.googlesource.com/444850 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 9aded17c 2017-04-05T11:07:56 Invalidate completeness caches when enabling extensions. Enabling extensions can cause framebuffers and textures to go from incomplete to complete. No functional changes from the API surface. BUG=angleproject:1523 BUG=angleproject:1958 Change-Id: Iff686e1c292f6cf4921d6fffd7eb98bedaba828b Reviewed-on: https://chromium-review.googlesource.com/468410 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill dd43e6cd 2017-03-24T14:18:49 Pass Context to VertexArray and Framebuffer syncstate. This will enable more Vulkan-friendly idioms like clearing the vulkan pipeline caches correctly on GL state changes immediately because we have access to the ContextVk. BUG=angleproject:1898 Change-Id: I16c848d8abdde8e26a38d384e565cec8548a66d0 Reviewed-on: https://chromium-review.googlesource.com/459079 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 6b2ea3fe 2017-03-28T11:49:17 Support D3D texture share handles in the OpenGL backend on Windows. BUG=angleproject:1144 Change-Id: Ideb0ed306ae8417f53b813745ced43002d028126 Reviewed-on: https://chromium-review.googlesource.com/461271 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Shahmeer Esmail b5e884a4 2017-03-09T19:33:33 Clear11 VerticesTransform, RasterizerStates, ScissorRect - Skip clears if an empty scissor rect is set - Use rastStates to apply scissoring instead of recomputing the scissored positions and updating the VB and updating the VB for every clear - Use ComPtrs for VB and RasterizerStates BUG=angleproject:1934 Change-Id: Ib4448d8568b465df5de57607be4985095f6bd014 Reviewed-on: https://chromium-review.googlesource.com/453881 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 005a7016 2017-03-27T13:17:34 Adjust the FBO invalidate attachment enums for emulated default FBOs. BUG=angleproject:1953 Change-Id: I7f325e3b7400e12077cdf9106a83a747a318a299 Reviewed-on: https://chromium-review.googlesource.com/461297 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Shao 80957d99 2017-02-20T21:25:59 ES31: Implement Vertex Attrib Binding entry points This patch intends to implement all entry points related to Vertex Attrib Binding. (1) Add entry points and validation code on following APIs: - VertexAttribFormat - VertexAttribIFormat - VertexAttribBinding - BindVertexBuffer - VertexBindingDivisor (2) Add queries on following parameters: - VERTEX_ATTRIB_BINDING - VERTEX_ATTRIB_RELATIVE_OFFSET - VERTEX_BINDING_DIVISOR - VERTEX_BINDING_OFFSET - VERTEX_BINDING_STRIDE - VERTEX_BINDING_BUFFER BUG=angleproject:1593 TEST=angle_end2end_tests TEST=angle_unittests TEST=dEQP-GLES31.functional.state_query.integer.max_vertex_attrib_relative_offset_* TEST=dEQP-GLES31.functional.state_query.integer.max_vertex_attrib_bindings_* TEST=dEQP-GLES31.functional.state_query.integer.max_vertex_attrib_stride_* TEST=dEQP-GLES31.functional.state_query.vertex_attribute_binding.* TEST=dEQP-GLES31.functional.debug.negative_coverage.log.vertex_array.vertex_attrib_pointer TEST=dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.vertex_attrib_format TEST=dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.vertex_attrib_i_format Change-Id: I4b477a82df6aad89b89b088580a06d66963e6666 Reviewed-on: https://chromium-review.googlesource.com/446124 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Qin Jiajia 484dd7b1 2017-03-07T16:39:22 ES31: Implement DrawElementsIndirect D3D part The implementation of DrawElementsIndirect is similar with DrawArraysIndirect except that it needs to apply IndexBuffer. BUG=angleproject:1595 TEST=dEQP-GLES31.functional.draw_indirect.draw_elements_indirect* dEQP-GLES31.functional.draw_indirect.instancing.* dEQP-GLES31.functional.draw_indirect.random.* Change-Id: I5d2c8a7485b18b724fdda6fd964013c941e45b4f Reviewed-on: https://chromium-review.googlesource.com/455520 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Yunchao He 61afff14 2017-03-14T15:34:03 ES31: Add PROGRAM_SEPARABLE to ProgramParameter and GetProgram BUG=angleproject:1939 TEST=angle_end2end_tests Change-Id: I97ad11360f7c015947a2c0cc7d4a47f994726834 Reviewed-on: https://chromium-review.googlesource.com/454264 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang fc72a073 2017-03-24T14:52:39 Update CHROMIUM_copy_texture entry points to the ES3 versions. BUG=angleproject:1932 Change-Id: Ia45f8522320af1d747fbfb57468e8b881b033543 Reviewed-on: https://chromium-review.googlesource.com/459101 Reviewed-by: Geoff Lang <geofflang@chromium.org>
Stanislav Chiknavaryan ee218f27 2017-03-22T15:39:13 Re-land eglGetSyncValuesCHROMIUM extension. This reverts commit 20c97cac2a15144b61ceec7404a9e6249c40f50a and adds a few trivial changes to make it build with the current version of ANGLE code. Please see https://bugs.chromium.org/p/chromium/issues/detail?id=614147 for more details on how this extension will be used. Original description: This change adds implementation of eglGetSyncValuesCHROMIUM extension on D3D11 with Direct Composition. This should work on Windows 8.1 and above. The implementation is based on IDXGISwapChain::GetFrameStatistics. Extension documentation: https://chromium.googlesource.com/chromium/src/gpu/+/master/GLES2/extensions/CHROMIUM/EGL_CHROMIUM_get_sync_values.txt BUG=angleproject:1402 Change-Id: I4b77899f31a4c4cf1fa7f20ab12de5a02ccf74d8 Reviewed-on: https://chromium-review.googlesource.com/459217 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 15015f7f 2017-03-16T13:54:21 ES31: Add glGetProgramResourceIndex API Add API entry and validation checks(GLES 3.1 section 7.3). Add the first 2 interfaces(PROGRAM_INPUT and PROGRAM_OUTPUT) implementation. BUG=angleproject:1920 Change-Id: Ib2dedded9fd79b315e9f38de7c27a5e4ec4c6066 Reviewed-on: https://chromium-review.googlesource.com/453085 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill f651c773 2017-02-21T15:03:51 Vulkan: Enable command queueing. This adds the ability for rendering to happen asynchronously. If objects in-use are deleted as they are being accessed, ownership is transferred to the Renderer and they are deleted when not in use. We determine they're ready for delete using a Fence object. BUG=angleproject:1898 Change-Id: I4fcfd90ad0665d127bf01a10214a604f3407d9e4 Reviewed-on: https://chromium-review.googlesource.com/428353 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shahmeer Esmail 95f6cedd 2017-03-13T17:40:31 RenderstateCache and Clear11 Optimizations - Unify DepthStencilState and BlendState caches in RenderStateCache with those in Clear11. This will increase cache hit rate and reduce memory usage. - Apply DepthStencilState and BlendState only when required to reduce state sets. BUG=angleproject:1632 Change-Id: I244e3ba189f82814638fa90e2617aa5441024d0f Reviewed-on: https://chromium-review.googlesource.com/453888 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang d90d388c 2017-03-21T10:49:54 Make sure the default framebuffer has enough draw buffer states. Querying the draw buffer states of the default framebuffer would lead to crashes because it only had one state. The spec says that all non-zero attachments default to GL_NONE and makes no mention of special cased errors for querying the default framebuffer. Also fix the validation to check for extensions and ES version when querying draw buffer state. BUG=703508 Change-Id: I7db5443141c65a3f9c638f07ba90f78d76e4e7b4 Reviewed-on: https://chromium-review.googlesource.com/457524 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shao 86904b81 2017-03-21T09:30:59 ES31: Add workaround for illegal MAX_VERTEX_ATTRIB_STRIDE on Linux AMD Query of MAX_VERTEX_ATTRIB_STRIDE on some Linux AMD OpenGL drivers returns 0 even if the context is OpenGL 4.4 and 4.5, which is against SPEC and will block the implementation of ES3.1 feature Vertex Attrib Binding. This patch adds the workaround for this bug by choosing an emulated value (2048) as the value of MAX_VERTEX_ATTRIB_STRIDE on Linux AMD OpenGL drivers. BUG=angleproject:1936 TEST=angle_end2end_tests Change-Id: I831bda6cb94b2489d09735622150d35aa1948274 Reviewed-on: https://chromium-review.googlesource.com/457254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill cc2ed612 2017-03-14T15:59:00 Fix non-square matrix uniform packing. This was broken in two places: the register count was using the non- transposed matrix row count. The block layout encoder was also not set to transpose matrices, which was causing incorrect packing info to be calculated in link. BUG=angleproject:1923 Change-Id: I89094aa116fad4bda15f018498f8637520f12bd4 Reviewed-on: https://chromium-review.googlesource.com/454876 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Qin Jiajia fbe49a8f 2016-12-19T14:19:10 ES31: Implement DrawArraysIndirect D3D part There are four buffer types for vertex attribute storage in D3D11: DIRECT STATIC DYNAMIC CURRENT_VALUE When drawing, it will call applyVertexBuffer to bind the right type buffers in D3D11. DIRECT uses the gl buffer directly without any translation. CURRENT_VALUE uses a single value for the attribute. STATIC translates the whole vertex buffer once. So it doesn't need the first, count and instance informations since it always translates the whole buffer. DYNAMIC translates the data every frame. To improve the performance, in implementation, it only translates 'count' vertexes from 'first' location in vertex buffer with one drawing for non-instanced vertices. 'first' and 'count' are got from draw parameter list. And for the translated vertex buffer, when drawing, the first vertex location is 0. From above analysis, we can see that if all attribute storages are non-dynamic, we can directly use the indirect buffer to draw. But for dynamic storages, we have to calculate the first, count, and instances from indirect buffer and apply them to translate the dynamic type buffers. Meanwhile, we have to set the first to 0 (see above description)when drawing. DrawArrysIndirect implementation is like below: 1. Check whether all vertex attributes are non-dynamic 2. If yes, applyVertexBuffer and DrawInstancedIndirect 3. If no, 1) calculate first, count, and instances from indirect buffer. 2) applyVertexBuffer with these parameters. 4) Use DrawInstanced instead of DrawInstancedIndirect. BUG=angleproject:1595 TEST=dEQP-GLES31.functional.draw_indirect.draw_arrays_indirect* Change-Id: I36431f416443279d51de523b07ce60727914cbbf Reviewed-on: https://chromium-review.googlesource.com/446690 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Shahmeer Esmail fe34780f 2017-03-13T17:07:08 RenderStateCache BlendState Hash Fix Fix hash function for blendState cache BUG=angleproject:1937 Change-Id: I0acd7dfcfb933b2b7ff0c1dc6854c7623ec57b3b Reviewed-on: https://chromium-review.googlesource.com/453887 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shahmeer Esmail e5cdca7e 2017-03-13T16:45:56 RenderStateCache memory usage Reduce RenderStateCache cache sizes from 4k to 2k. Saves 64kb of memory. Change-Id: I9e92bbdf095f1e66cf9b84ba81899a8af59d6d86 Reviewed-on: https://chromium-review.googlesource.com/453886 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shao 7a0b3044 2017-03-10T10:03:33 Reland "ES31: Add test on large strides" In OpenGL 4.3 there is no limit on the maximum value of stride. This patch choose an emulated value for OpenGL 4.3 to fix the fyi failure on Linux AMD. BUG=angleproject:1593 Change-Id: I83cecc2ed1a3734dc8b8df3edb48ecc16039ba6e Reviewed-on: https://chromium-review.googlesource.com/452746 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Geoff Lang 0bb791ed 2017-03-09T23:44:40 Revert "ES31: Add test on large strides" This is failing on Linux AMD: https://luci-logdog.appspot.com/v/?s=chromium%2Fbb%2Fchromium.gpu.fyi%2FLinux_Release__AMD_R7_240_%2F1729%2F%2B%2Frecipes%2Fsteps%2Fangle_end2end_tests%2F0%2Fstdout ../../third_party/angle/src/tests/gl_tests/VertexAttributeTest.cpp:684: Failure Expected: (maxStride) >= (2048), actual: 0 vs 2048 This reverts commit 0ba963ef27d1d656986f2f4382391dd5da8c8104. Reason for revert: <INSERT REASONING HERE> Original change's description: > ES31: Add test on large strides > > ES3.1 requires the implementation should define MAX_VERTEX_ATTRIB_STRIDE, > which should be emulated when we use D3D11 backends. > > This patch adds tests to verify this value required in ES3.1 are > supported to be used directly in glVertexAttribPointer for rendering. > > BUG=angleproject:1593 > > TEST=angle_end2end_tests > > Change-Id: I1ac206e4f6c972b5748552177c787c0adcb66786 > Reviewed-on: https://chromium-review.googlesource.com/441308 > Commit-Queue: Yuly Novikov <ynovikov@chromium.org> > Reviewed-by: Yuly Novikov <ynovikov@chromium.org> > TBR=ynovikov@chromium.org,geofflang@chromium.org,jmadill@chromium.org,cwallez@chromium.org,yunchao.he@intel.com,qiankun.miao@intel.com,jiawei.shao@intel.com,yang.gu@intel.com NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=angleproject:1593 Change-Id: I036da9d6d5633bcc055cc8cfbfde9a15ae67f59c Reviewed-on: https://chromium-review.googlesource.com/452743 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 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>