|
408293f8
|
2016-12-20T10:11:45
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|
D3D11: Fix stale SRVs with tiny depth textures.
When the tiny depth texture would get re-created on change, it was
not freeing any cached SRVs which were pointing to the old tex.
Fix this by erasing the cache entry if the texure is recreated.
Also include a test which hooks into the workarounds to force
testing on every platform.
Also narrow the workaround to only apply to depth/stencil textures
which use these mips in GL, rather than D3D, where we always create
a full mip chain.
BUG=angleproject:1664
Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4
Reviewed-on: https://chromium-review.googlesource.com/421567
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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|
7ebb97fc
|
2016-09-08T18:01:50
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|
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>
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1048e43f
|
2016-07-23T18:51:28
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|
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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15243d9b
|
2016-04-26T13:41:35
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|
Rename gl::Shader::Data to gl::ShaderState.
BUG=angleproject:1363
Change-Id: I49cb5d7319742487c8c00c58ec58f9a29561b9c1
Reviewed-on: https://chromium-review.googlesource.com/340743
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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3d932d83
|
2016-04-12T11:10:30
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|
Defer global initializers when necessary
Move global variable initializers that are not constant expressions to
a function that gets called at the start of main(). This is done
with an AST transformation. This needs to be done because global
variable initializers must be constant in native GL, but ANGLE is more
lenient with what can be put into ESSL 1.00 global initializers to
remain compatible with legacy WebGL content.
Non-constant global variable initializers also caused issues in HLSL
output, since in HLSL output some types of expressions get unfolded
into multiple statements. These include short-circuiting operators and
array initialization. To make sure that these cases are covered, any
initializers that can't be constant folded are deferred, even if they
have the const qualifier.
The old deferring mechanism in OutputHLSL is removed in favor of this
new AST transformation based approach.
BUG=angleproject:819
BUG=angleproject:1205
BUG=angleproject:1350
BUG=596616
TEST=WebGL conformance test
conformance/glsl/misc/global-variable-init.html
Change-Id: I039cc05d6b8c284baeefbdf7f10062cae4bc5716
Reviewed-on: https://chromium-review.googlesource.com/338291
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
9696316d
|
2016-03-21T11:54:33
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|
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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|
76f8fa66
|
2015-10-29T10:32:56
|
|
Refactor Geometry Shader support to enable pass-through.
This should be a refactoring change only. The new code is exercised in
follow-up CLs.
BUG=angleproject:754
Change-Id: I99285e1e7772cae467013102f25c911ebc9f54a9
Reviewed-on: https://chromium-review.googlesource.com/309153
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
334d615f
|
2015-10-22T14:00:28
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|
Fix up the style in DynamicHLSL a bit.
Use std::stringstream when possible, and use Context's caps instead
of the Renderer's.
BUG=angleproject:754
Change-Id: I2dc773709bbd612ab7ea372a358337c0a81869a3
Reviewed-on: https://chromium-review.googlesource.com/307872
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
d2c52e3b
|
2015-10-14T17:07:05
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|
Fix debug annotations and shaders.
The Program refactor inadvertantly broken Debug annotations. Fix this
by correctly passing the path to the temporary shader source in the
first "C" string argument to ShCompile, instead of as the first part
of the source string.
BUG=angleproject:1177
TEST=manual testing with MSVS
Change-Id: Ie77bb11b51645a474b542ddd2ae0f391e019e341
Reviewed-on: https://chromium-review.googlesource.com/306210
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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|
006cbc5b
|
2015-09-23T16:47:54
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|
Remove rx::ShaderSh and move the shared code to the GL.
The GL layer can interact with the translator directly, to query all
the active shader variables and call ShCompile.
BUG=angleproject:1159
Change-Id: I334a9bef28f93cf85dd8cac0fb8542ac567cc3ec
Reviewed-on: https://chromium-review.googlesource.com/299877
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
91445bce
|
2015-09-23T16:47:53
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|
Make a shader Shader::Data state structure.
This design follows the similar designs for Program, Framebuffer, etc.
Because of the current design, share a mutable pointer with the Impl
so the patch becomes a bit smaller and easier to review. In a follow-
up patch we can move the shared code into the GL layer.
BUG=angleproject:1159
Change-Id: Ib243e74779f23be51cdca80f1b5c6e5f3e36059d
Reviewed-on: https://chromium-review.googlesource.com/299876
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
046e53e3
|
2015-09-23T16:47:52
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|
Add an interm ShaderSh class.
This class logic will eventually move to the GL layer. Keep it
in the Renderer layer for now for refactoring purposes.
BUG=angleproject:1159
Change-Id: I91843099367f9a0293cc43ab98626bf79eb75ebf
Reviewed-on: https://chromium-review.googlesource.com/299875
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
ca03b35c
|
2015-09-02T12:38:13
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|
Re-land "Compute packed varyings in ProgramD3D only."
Instead of storing varying information in the shader, use a temporary
set when linking a D3D program. This also means we won't have to
modify information in the Shader object when linking a D3D program.
This completes the refactoring for PackedVaryings.
Re-land with fix for missing init of PackedVarying::vertexOnly.
BUG=angleproject:1123
Change-Id: If110809c3817d88b0370ac575d739d7385b067d9
Reviewed-on: https://chromium-review.googlesource.com/296731
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
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c437046f
|
2015-09-01T17:27:40
|
|
Revert "Compute packed varyings in ProgramD3D only."
Likely the cause of Windows bot failures.
BUG=angleproject:1123
This reverts commit 532061bbfb160586a06f0e47b6bbb5350e735203.
Change-Id: Ia4f0161b97bfbf2adb4cafaa5fa5484f04fad245
Reviewed-on: https://chromium-review.googlesource.com/296710
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
532061bb
|
2015-08-31T15:16:45
|
|
Compute packed varyings in ProgramD3D only.
Instead of storing varying information in the shader, use a temporary
set when linking a D3D program. This also means we won't have to
modify information in the Shader object when linking a D3D program.
This completes the refactoring for PackedVaryings.
BUG=angleproject:1123
Change-Id: I241610e87f7d14f3e18b0d8bd84f1a3509c05dfd
Reviewed-on: https://chromium-review.googlesource.com/295193
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
4cff2477
|
2015-08-21T16:53:18
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|
Make PackedVarying a D3D-only type.
The register assignment stuff only applies to the D3D back-end.
Cleans up the GL back-ends use of PackedVarying, and will lead
to future cleanups relating to packing varyings.
BUG=angleproject:1123
Change-Id: Iaaa5fc03577e5b61ea6ae76ee1e15ad608037f34
Reviewed-on: https://chromium-review.googlesource.com/295190
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
80a6fc03
|
2015-08-21T16:53:16
|
|
Make output variables part of Program's shared data.
Also initialize this structure within Program instead of DynamicHLSL.
This should have benefits for other back-ends. Also these variables
weren't being serialized and de-serialized with the program binary,
which could mess up WebGL apps that use MRT.
BUG=angleproject:1123
Change-Id: Ic0dd4840f26441a1bee8527dfa178b24daf82f8a
Reviewed-on: https://chromium-review.googlesource.com/294571
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
a5ef8d89
|
2015-08-19T14:52:21
|
|
Enabled loop indexing validation for fragment shaders compiled using renderers configured for FL9_3 and below.
BUG=angleproject:1130
Change-Id: I2b5d7091c394565354b14fbf9297276dce8d92a5
Reviewed-on: https://chromium-review.googlesource.com/294733
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
6941a556
|
2015-07-27T11:06:45
|
|
Rename Workarounds to WorkaroundsD3D.
It is not referenced outside of the d3d classes.
BUG=angleproject:884
Change-Id: Ibeec034b1b78b569bea2f1c77d6a686b58b8e010
Reviewed-on: https://chromium-review.googlesource.com/288582
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
02df796f
|
2015-07-01T10:03:42
|
|
Centralize renderer limitations for non-conformant renderers
Some renderer configurations (e.g. D3D11 Feature Level 9_3) have
some limitations and aren't quite conformant. This change
generates errors when applications hit these limitations, and
informs developers that they must work around them.
BUG=angleproject:1055
Change-Id: I6a4a9e5cc71288ca366a54c769ca0eb82e79a7f7
Reviewed-on: https://chromium-review.googlesource.com/282814
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
f4bf3811
|
2015-04-01T16:15:32
|
|
Use GetAs/GetImplAs whenever possible.
This patch cleans up the rest of our custom casting helper
functions.
Change-Id: I41975c736765fca855c4498acca31116df3e8317
Reviewed-on: https://chromium-review.googlesource.com/263477
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
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|
f0d10f89
|
2015-03-31T12:56:52
|
|
Replace non-copyable macro with a helper class.
This class provides a simpler scheme for blocking default copy
and assignment operators. It also reduces the amount of code
needed since it's inherited to child classes. This also fixes
the conflict between our macro and the same-named macro in
Chromium code.
BUG=angleproject:956
Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f
Reviewed-on: https://chromium-review.googlesource.com/263257
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
|
|
44efa0b8
|
2015-03-04T17:11:05
|
|
Conditionally enable IEEE strictness for isnan()
ANGLE's ESSL3 built-in function isnan() implementation just uses HLSL
intrinsic function isnan(). For HLSL intrinsic function isnan() to work
properly, IEEE strictness needs to be enabled for D3D compiler.
This change detects use of isnan() in shaders and passes compiler flag
D3DCOMPILE_IEEE_STRICTNESS whenever isnan is used in shaders. This
change also moves existing workarounds in D3DWorkaroundType to
D3DCompilerWorkarounds.
BUG=angle:927
TEST= dEQP tests
dEQP-GLES3.functional.shaders.builtin_functions.common.isnan.*
Change-Id: I1ce5b1a7a825fdd720a37dc9aeb71320e55162d9
Reviewed-on: https://chromium-review.googlesource.com/255834
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
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|
811b6352
|
2015-02-09T10:17:09
|
|
Add a script to generate a new Renderer.
Also refactor our current Impl headers slightly to facilitate
parsing by the generation script.
BUG=angle:905
Change-Id: Ib86cff71d18e7f911cf526b27b8a82757bacd738
Reviewed-on: https://chromium-review.googlesource.com/245497
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
37997145
|
2015-01-28T10:06:34
|
|
Defer dependent HLSL global var inits.
Some global initializers depend on other globals, for instance a
varying or attribute value. Since we use a static proxy variable for
these varyings, we need to initialize the global static after we
initialize the proxy in the shader preamble. This fixes a long-
standing compiler bug.
We should also add a WebGL test for this.
BUG=angle:878
Change-Id: I71db103a6b8c24fb862e0d8b32293da9bc2e8103
Reviewed-on: https://chromium-review.googlesource.com/243581
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
492a7e43
|
2014-11-05T13:27:06
|
|
Encapulate the ESSL compiler into a GL object that is per-context.
* Allows for multiple contexts have to have different client versions, caps
and extensions without causing shader compilation failures.
BUG=angle:823
Change-Id: I523679e90be031b0b7fa385d46d6839b1cf3029f
Reviewed-on: https://chromium-review.googlesource.com/227710
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
437d2662
|
2014-12-05T14:23:35
|
|
Move some D3D-specific stuff into ProgramD3D.
BUG=angle:773
Change-Id: I48b42e7a3e82a43d3dde16a8d1016d28280eae39
Reviewed-on: https://chromium-review.googlesource.com/232968
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
0a73dd85
|
2014-11-19T16:18:08
|
|
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>
|
|
2b5420c0
|
2014-11-19T14:20:15
|
|
Merge libGLESv2 and libEGL classes into libANGLE.
BUG=angle:733
Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|