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c4a9d416
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2022-01-05T15:28:11
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Metal: Refactor to build without SPIR-V
Refactor ShaderInterfaceInfoMap and constant names to thier
own files, allowing Webkit to build without needing to compile
SPIRV code via mtl_glslang_utils.cpp.
Bug: angleproject:6782
Change-Id: I7a9c7e387145c95807f780e24bd2764e0efb5709
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3364970
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Kyle Piddington <kpiddington@apple.com>
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42bd4fc2
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2021-12-10T14:58:17
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Metal: add ANGLE_metal_create_context_ownership_identity.
This Metal-specific EGL extension allows a given context
and the GPU resources it allocates to be associated with
a particular task ID on the system, for system-level
bookkeeping purposes.
Bug: angleproject:6795
Change-Id: I19ee0993564169b01c4a450e63dcfacd339b98b5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3335172
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
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584f1b78
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2021-10-14T17:55:47
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metal: fix crash when checking for flat attributes
We can frontload the check of whether or not a shader program uses flat
interpolation for its attributes.
This prevents a crash where an application does:
glAttachShader
glLinkProgram
glDetachShader
glDeleteShader
and the check tries to look at the shader attachments (which are no
longer valid).
Also add some tests to ensure that detaching shaders after program link
doesn't cause crashes on indexed draws, and that the flat attribute
detection works across program save/load.
Bug: angleproject:6526
Signed-off-by: Steven Noonan <steven@valvesoftware.com>
Change-Id: I70990808fdfd17608b4b720461cae1a0bdd064b8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3224663
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
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54d4bfe5
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2021-09-28T17:27:57
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Update ANGLE Metal to Webkit at Sept 29 2021
This commit merges changes from Webkit into ANGLE upstream.
The following commits were used:
Current:
https://git.webkit.org/?p=WebKit.git;a=commit;h=e01d0bda8f4b7dc2fd834b92802d15d8c15735f
Previous:
https://git.webkit.org/?p=WebKit.git;a=commit;h=492f078198748e8ff248eea0bb979cf79e5f5adfj
The following commits were merged in from the Webkit Repository:
(Hashes from git://git.webkit.org/WebKit-https.git)
03ea44c78ce5665d4ec9add271260121cbc7bc6c
Problems with drawElements in some conditions
https://bugs.webkit.org/show_bug.cgi?id=230107
c8dc8e0c4d1109d39a62eb197b45e95132380290
ANGLE Metal: single-component swizzles do not compile
https://bugs.webkit.org/show_bug.cgi?id=230472
7285dbaaf5af15877d6c332b30ef7a4d67225460
webgl-compressed-texture-s3tc-srgb.html fails on Intel+AMD Metal
https://bugs.webkit.org/show_bug.cgi?id=229941
4c72f92967ecd2a095666fef431384c4f5f60fb4
fragcolor-fragdata-invariant.html fails
https://bugs.webkit.org/show_bug.cgi?id=223317
cd943145467f54e5928793c0dd3dfa2313c007dd
ANGLE Metal index buffer restart range cache could be maintained..
https://bugs.webkit.org/show_bug.cgi?id=227451
f075ff77e592eabd54dd659a8e13617cc5faedc8
ANGLE Metal infinities and NaNs generated with incorrect syntax
https://bugs.webkit.org/show_bug.cgi?id=229439
5862073269122f4b2d43d96d3922757557755e86
[Metal ANGLE] Fix over-autorelease of
rx::DisplayMtl::getMetalDeviceMatchingAttribute()...
<https://webkit.org/b/229128>
85f797ad31db048cb82cbafd428ef77f0b839312 ANGLE Cocoa compiles....
https://bugs.webkit.org/show_bug.cgi?id=228987
a67918ba279ad4842b6ae84a79c3f1c0cdc35ace Avoid infinite recursion...
https://bugs.webkit.org/show_bug.cgi?id=228978
d341f67de0033adcf1ec6373ace6a54b06c4a031
Cherry-pick ANGLE: Revise WebGL's shaderSource validation
https://bugs.webkit.org/show_bug.cgi?id=228951
1e2714d981e97de8234ba055570dfdf56e8b6944
3.5 MB system-wide footprint impact due to thread-locals...
https://bugs.webkit.org/show_bug.cgi?id=228240
d32e5cca34081997d32504b0b56c18b9703ff3be
Build Default Metal library offline
https://bugs.webkit.org/show_bug.cgi?id=227333
33702279faccfd4c8d1c8a6d549925f9ca9a4e8f
WebGL2 demo doesn't work due to failing compilation....
https://bugs.webkit.org/show_bug.cgi?id=226865
0a075885d242db38c4e435a6597173dc3b082173
rAF driven WebGL submits excessive amount of GPU work...
https://bugs.webkit.org/show_bug.cgi?id=227059
f38a92b3e7c17efda269caa7066e7ffe2f828e72
WebGL shader link error in iOS 15 beta: "Internal error..."
https://bugs.webkit.org/show_bug.cgi?id=227723
98d48f011d561531470d97f26a022767b5452fb7
REGRESSION (r279466): [Big Sur] webgl/1.0.3/conformance &...
https://bugs.webkit.org/show_bug.cgi?id=227596
Bug: angleproject:6471
Change-Id: I07166d0dc4b5c3579d98353485b3245b81c7b882
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3194322
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Kyle Piddington <kpiddington@apple.com>
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da3db87e
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2021-07-06T14:00:58
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Upstream latest changes to Metal backend from Apple to 7/1/2021
This CL merges in the ANGLE changes between these two WebKit commits:
https://git.webkit.org/?p=WebKit.git;a=commit;h=8648b353ab1d7730438c2e08319e1a4d64982c31
https://git.webkit.org/?p=WebKit.git;a=commit;h=166e4924a52971d6a32ad48247a439b16c00e062
Include provoking vertex buffer out of bounds fix
from https://bugs.webkit.org/show_bug.cgi?id=230107
Fix bad merge of resetting of dirty bits, breaking
DepthStencilFormatsTest.DepthTextureRender test and perhaps others.
Disable GL_APPLE_clip_distance when the direct-to-Metal compiler is
active. It can not yet handle the gl_ClipDistance array.
Disable use of rectangular textures for IOSurfaces. Metal can bind
IOSurfaces to 2D textures, and this was passing all tests in the
SPIR-V Metal backend. Introducing rectangular textures breaks the
SPIR-V Metal backend, and the tests currently fail on the
direct-to-Metal backend.
Fix several bugs with ProvokingVertex, which was causing
both the SpirV and Direct backends to incorrectly draw
indices.
(https://bugs.webkit.org/show_bug.cgi?id=230107)
Skip the following tests on the Metal backend which is still failing
RobustResourceInitTestES3.BlitDepthStencilAfterClearBuffer
GLSLTest_ES3.GLVertexIDIntegerTextureDrawArrays/ES3_Metal
With these changes, angle_end2end_tests again runs to completion.
Bug: angleproject:6395
Change-Id: I3cc58f531426a95fc8f177a4ad87f56c1855a546
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3167010
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Kyle Piddington <kpiddington@apple.com>
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f6616c71
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2021-09-14T17:42:22
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Reimplement transform feedback on direct-to-Metal backend
Connect the Transform Feedback code generation from Webkit ANGLE
to the shader specialization code.
Bug: angleproject:6393
Change-Id: I090c44c6ee97e8e0af8c38433bfb74c2080784f9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3161455
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Gregg Tavares <gman@chromium.org>
Commit-Queue: Kenneth Russell <kbr@chromium.org>
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d33a2222
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2021-04-26T16:56:15
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Upstream Apple's direct-to-Metal backend: compile libANGLE.
This change is meant to merge the metal backend changes from Apple's
direct-to-Metal backend. Taken from Kyle Piddington's CL:
https://chromium-review.googlesource.com/c/angle/angle/+/2857366/
The goal of this CL is to merge the metal backend code in a state
that compiles, but not to switch the Metal backend over to using
the direct-to-metal backend yet.
Bug: angleproject:5505
Bug: angleproject:6127
Change-Id: If6783e06e0086b3a1dd25c6f53caca5cfc96cb86
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2950067
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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6136cbcb
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2020-09-23T21:31:05
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Metal: Implement transform feedback
- XFB is currently emulated by writing to storage buffers.
- Metal doesn't allow vertex shader to both write to storage buffers and
to stage output (i.e clip position). So if GL_RASTERIZER_DISCARD is
NOT enabled, the draw with XFB enabled will have 2 passes:
+ First pass: vertex shader writes to XFB buffers + not write to stage
output + disable rasterizer.
+ Second pass: vertex shader writes to stage output (i.e.
[[position]]) + enable rasterizer. If GL_RASTERIZER_DISCARD is
enabled, the second pass is omitted.
+ This effectively executes the same vertex shader twice. TODO:
possible improvement is writing vertex outputs to buffer in first
pass then re-use that buffer as input for second pass which has a
passthrough vertex shader.
- If GL_RASTERIZER_DISCARD is enabled, and XFB is enabled:
+ Only first pass above will be executed, and the render pass will use
an empty 1x1 texture attachment since rasterization is not needed.
- If GL_RASTERIZER_DISCARD is enabled, but XFB is NOT enabled:
+ we still enable Metal rasterizer.
+ but vertex shader must emulate the discard by writing gl_Position =
(-3, -3, -3, 1). This effectively moves the vertex out of clip
space's visible area.
+ This is because GLSL still allows vertex shader to write to stage
output when rasterizer is disabled. However, Metal doesn't allow
that. In Metal, if rasterizer is disabled, then vertex shader must
not write to stage output.
- See src/libANGLE/renderer/metal/doc/TransformFeedback.md for more
details.
Bug: angleproject:2634
Change-Id: I6c700e031052560326b7f660ee7597202d38e6aa
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408594
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
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1677cf14
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2020-09-13T20:14:59
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Metal: Implement Uniform buffers
Uniform buffer is implemented in two forms:
- If number of ubo used in shader program is low, each buffer will use
one discrete Metal buffer slot.
- If number of ubo used is large, they will be embedded into one Metal
argument buffer. Argument buffer is similar to Vulkan descriptor set.
This is due to limit of number of Metal's discrete buffer slots which
is only 31 and over half of them are already used by vertex
attributes, default uniforms, driver uniforms, etc. The downside is
that whenever a buffer binding is changed, the argument buffer must be
updated also.
Added empty TransformFeedbackMtl implementation to enable ES3 context
creation on Metal.
Bug: angleproject:2634
Change-Id: I69325696fac735cb45ab88ab55468c0991abc317
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2408593
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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c5b5cf6c
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2020-09-10T16:58:18
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Refactor to pass ProgramMergedVaryings to link impl
Follow-on CL needs the ProgramMergedVaryings in the Vulkan backend to
generate valid SPIRV.
Bug: angleproject:3078
Change-Id: Ic442a3e0bd713fec36bd6b9420f67f3b1118e5ad
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2404336
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
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9277ee74
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2020-07-06T12:40:58
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Metal: Implement MSAA default framebuffer.
GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask
writing logic to fragment shader.
New test added: MultisampleTest.ContentPresevedAfterInterruption.
- Skip on D3D11 (Bug: angleproject:4609)
Bug: angleproject:2634
Change-Id: Ib44daf0baccc36ea320596d81713156047da059c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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5e13757b
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2020-05-11T00:50:00
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Metal: Fix array of structs containing array of samplers bug.
Previously ProgramMtl could try to bind fixed slots to samplers based on
layout (set=..., binding=...). However, GLSL layout model is different
from Metal slots assignment. For example, The following is valid layout
in GLSL:
- array samplers A[2] is bound to index 0.
- array samplers B[2] is bound to index 1.
It is invalid to do so in Metal, since A occupies 2 slots, thus samplers
B[2] must be bound to slots starting from 2.
New binding method: let spirv-cross auto assigns the texture slots and
retrieve them after compilation.
Incomplete textures moved to ContextMtl using IncompleteTextureSet.
New test added: GLSLTest.ArrayOfStructContainingArrayOfSamplers.
Bug: angleproject:2634
Change-Id: Ib0edaaf8b20512e1272c37c1d4b16a88a5b35e75
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193193
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
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07467b4a
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2020-03-20T10:40:56
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Remove GL_CHROMIUM_path_rendering
Bug: chromium:1063193
Bug: angleproject:4270
Change-Id: I35b24b7d8d892181955e49dd2495655bc57cb0df
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2112275
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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e5385ea9
|
2020-01-27T13:40:18
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Vulkan: Compile shaders at link time
Since line raster emulation was changed to use specialization constants,
it has been possible to compile shaders at link time. However, program
pipeline objects would have required keeping the shader sources around
for recompilation. Now that all necessary decorations are modified
directly in SPIR-V, it's possible to compile the shaders at link time
and forget about their sources. Program pipeline objects then simply
"reconfigure" the generated SPIR-V.
A next step could be to also create the Vulkan pipeline object at link
time. A number of failures due to gaps in CTS testing prevent that work
currently. In particular, in some situations the generated SPIR-V is
not per spec, for example it may contain vertex attributes with aliasing
locations, or have transform feedback capture of array elements
misconfigured.
Bug: angleproject:3394
Bug: angleproject:4253
Change-Id: I54c0884cf056b511a4a306225cc6ed2cef84d257
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2023186
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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71e6afb1
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2020-01-14T14:12:31
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Vulkan: Set set/binding in SPIR-V
This change introduces a SPIR-V transformer that modifies shader
interface variable decorations directly in SPIR-V instead of
manipulating the input GLSL. Currently, descriptor set and binding
indices are set by the transformer.
The shader translator outputs arbitrary set and binding indices. Once
compiled by glslang, the SPIR-V transformer modifies these decorations.
The ultimate goal is to be able to modify the SPIR-V again when program
pipeline objects decide a different set/binding is necessary.
Bug: angleproject:3394
Change-Id: If358265a72bf1fe9f5676562b39a632cb2e05dc4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2001477
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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fe26bae4
|
2019-10-29T18:38:53
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Metal backend implementation pt 2
This is without Metal specific shader translator implemented yet.
Bug: angleproject:2634
Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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d200a77a
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2019-10-10T00:44:01
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Metal backend skeleton implementation.
Bug: angleproject:2634
Change-Id: I34be82f4a80a6851fecb53a51e069b134d82613a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1849079
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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