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9b4e8626
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2015-12-22T15:53:22
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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>
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5f0246ca
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2015-07-22T10:30:35
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Implement gl_FragDepth for GLES SL 3.0
Makes it an error to access gl_FragDepthEXT in #version 300 es shader.
TODO:
Lacks the feature to make "#extension GL_EXT_frag_depth : require" an
error for #version 300 es.
Reland of: https://chromium-review.googlesource.com/#/c/287570
BUG=angleproject:1102
TEST=angle_unittest
Change-Id: I064d918d65f37539cb1e14f12173ca5591a4ea3f
Reviewed-on: https://chromium-review.googlesource.com/301711
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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0304d2fe
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2015-09-07T16:28:19
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Don't split the file into two chunks in shader_translator
Splitting the file into two strings in shader_translator complicated
testing line/file numbering related functionality with it, since each
chunk passed to ShCompile has its own file number and line numbering.
These are exposed to the preprocessor in __FILE__ and __LINE__ predefined
macros.
Just supply the file to ShCompile in a single string. Also, since the
original motivation for splitting the string seems to have been to
exercise ShCompile with multiple strings, add a new unit test that
ensures that ShCompile handles multiple strings as expected.
BUG=angleproject:989
TEST=angle_unittests
Change-Id: I31d24925ec85ca3411e537df25a985f09737403e
Reviewed-on: https://chromium-review.googlesource.com/297251
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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a0a9e12d
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2015-09-02T15:54:30
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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>
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929d7bca
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2015-08-31T12:02:21
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Re-land "Fix warnings with ANGLE and VS2015."
With fix for VS2013.
BUG=None
Change-Id: I9f656efa6b540a03ce21f6b65fde0753c0d72538
Reviewed-on: https://chromium-review.googlesource.com/295157
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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344bd0af
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2015-08-31T14:58:40
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Revert "Fix warnings with ANGLE and VS2015."
Seems to break VS2013. Reverting.
This reverts commit 51e275b4dfb961b59b055655b6e3f49aae48a443.
Change-Id: I37843bf457122614007ba455f6ee751577b14604
Reviewed-on: https://chromium-review.googlesource.com/296290
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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51e275b4
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2015-08-28T16:18:46
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Fix warnings with ANGLE and VS2015.
BUG=None
Change-Id: I47b08593a38d710b59051a3107933c08c2789ca2
Reviewed-on: https://chromium-review.googlesource.com/295722
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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b18609b9
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2015-07-16T14:13:11
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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>
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e2bfe2cd
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2015-07-23T21:25:45
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Revert "Implement gl_FragDepth for GLES SL 3.0"
assertion failures in WebGL2 CTS.
This reverts commit 544809610a131fe7040f2212789c62e212bbaf24.
Change-Id: I2e0c7045c5b6ef9031a6e6c5916504fe68f51077
Reviewed-on: https://chromium-review.googlesource.com/287910
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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54480961
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2015-07-22T10:30:35
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Implement gl_FragDepth for GLES SL 3.0
Makes it an error to access gl_FragDepthEXT in #version 300 es shader.
TODO:
Lacks the feature to make "#extension GL_EXT_frag_depth : require" an
error for #version 300 es.
BUG=angleproject:1102
TEST=angle_unittest
Change-Id: Ic313a0e1ed6369550d53885290f300fab1aaf304
Reviewed-on: https://chromium-review.googlesource.com/287570
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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585f2a84
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2015-07-21T10:45:40
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Print outputs when printing variables in shader translator
Print outputs when printing variables in shader translator.
BUG=angleproject:1085
Change-Id: I67e301c4392fef70e6a186d404aff720b601a08d
Reviewed-on: https://chromium-review.googlesource.com/287214
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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36da9269
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2015-07-21T10:43:58
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Add ability to select GLSL output type to shader translator
User can pass -x=g130, ..., -x=g450 to get output in specific GLSL
version. Passing -x=g selects GLSL compatiblity profile.
BUG=angleproject:1085
Change-Id: Ia680e219eacb0e8a53b711ae277ecebf069dfdc7
Reviewed-on: https://chromium-review.googlesource.com/287220
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Tested-by: Kimmo Kinnunen <kkinnunen@nvidia.com>
Commit-Queue: Kimmo Kinnunen <kkinnunen@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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2f3ba210
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2015-04-22T11:09:45
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Rename translator to shader_translator and remove redundant projects.
The essl_to_hlsl and essl_to_glsl projects were exactly the same so it
doesn't make sense to keep both.
BUG=angleproject:981
Change-Id: Ibf034a71e94ba5002f9c40ac87720bf0de74ae18
Reviewed-on: https://chromium-review.googlesource.com/266872
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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