src/libANGLE/renderer/metal/ProgramMtl.mm


Log

Author Commit Date CI Message
Geoff Lang 6ddbfa39 2022-05-09T09:06:16 Metal: Log the shader source when a shader fails to translate Refactor Metal logging to include a message string. Bug: chromium:1322521 Change-Id: I3a7b5c36fcf140b3664ad96a9da924819326bf94 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3634725 Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Kimmo Kinnunen 1b2adb40 2022-04-05T15:14:55 Metal: Avoid leaking MTLFunctionConstantValues in ProgramMtl Hold with ObjCObj<>. Patch by David Kilzer <ddkilzer@apple.com> Bug: angleproject:6920 Change-Id: I635097100b1e004e9276490ff8574870e1c5f33f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3568379 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Shahbaz Youssefi 7a85d114 2022-03-25T15:01:17 Use [[nodiscard]] on RAII classes Scoped* classes provide an RAII way of adding cleanup/restore state/etc in a robust way. Unfortunatley, it's very easy to mistakenly leave the variable name, leading to the destructor being called immediately instead of at the end of the scope: { ScopedX(parameters); // instead of ScopedX x(parameters); // Code here is run after destructor } The [[nodiscard]] attribute, if specified on the ScopedX class would lead to a warning (turned to error with -Werror). This change does that for classes named *Scoped* in ANGLE. Bug: chromium:1103817 Change-Id: I65c9922c9b4eba1f9c033e093fe8fe534648ab62 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3552092 Reviewed-by: Lingfeng Yang <lfy@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
John Cunningham 45237a04 2022-01-11T00:14:01 Metal: Fix undefined behavior of depth write Writing to an unbound depth attachment is undefined behavior in Metal. Fix this by emitting a function constant to guard depth buffer use in fragment shaders. Bug: angleproject:6865 Change-Id: Id7c10d0aeb349aacfe09c397bc292a71199ab50a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3380304 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
John Cunningham 42bd4fc2 2021-12-10T14:58:17 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>
Steven Noonan 584f1b78 2021-10-14T17:55:47 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>
Kyle Piddington 54d4bfe5 2021-09-28T17:27:57 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>
Kenneth Russell da3db87e 2021-07-06T14:00:58 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>
Kyle Piddington f6616c71 2021-09-14T17:42:22 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>
Kenneth Russell ff64d2c7 2021-08-06T21:24:09 Choose direct-to-Metal translator through a feature. Define directMetalGeneration in FeaturesMtl.h. If ANGLE_ENABLE_METAL_SPIRV is defined to 1 (still the default), directMetalGeneration defaults to false. It can be overridden via the standard ANGLE mechanism: ANGLE_FEATURE_OVERRIDES_ENABLED=directMetalGeneration It can also be overridden by instantiating angle_end2end_tests with the directives: WithDirectMetalGeneration(ES2_METAL()) WithDirectMetalGeneration(ES3_METAL()) These directives aren't working properly yet though. The direct-to-Metal compiler is instantiated, but the _DirectMetalGen versions of the tests fail. They pass when switching the Metal backend's default behavior using the above environment variable. This will be debugged in follow-on CLs. Thanks to syoussefi@ for the prototype of this CL: https://chromium-review.googlesource.com/3076129 Bug: angleproject:5505 Change-Id: I188ab89abc75bf89c5ed2d90102af311feaa1960 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3079083 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
Kenneth Russell b3cbfd55 2021-07-07T12:31:57 Fix multiple end2end crashes in direct-to-MSL compiler. This set of changes: - Adds a single place (CompilerMtl::useDirectToMSLCompiler) where the direct-to-MSL compiler can be enabled, still at compile time rather than run time. It is still disabled by default. - Initializes MTLWaitableCompileEventImpl::mShader, without which all shader compiles crash. - Fixes a mismatch of the ANGLERasterizerDisabled variable name in the generated MSL. - Removes the transform feedback bindings as an argument to the vertex shader's main0(). Transform feedback support needs to be reimplemented in this compiler backend. - Added an option to the DriverUniform class to emit as either an interface block or a struct. The direct-to-MSL backend assumes it is a struct. - Disable variable reference validation when referencing either sample mask or rasterizer discard functionality in the shader. - Disable struct usage validation when inserting references to ANGLE_TextureEnv. This occurs during pipeline rewriting and it's infeasible to disable it at that point, so disable it during pipeline rewriting - which means it's disabled for all shaders. - For angle_end2end_tests, disable the file API hooking which disables the Metal shader cache. This speeds up the tests significantly - by roughly a factor of 5. With these changes, several hundred angle_end2end_tests run without any assertion failures, though still with many test failures. The next crash is in: GLSLTest.NamelessScopedStructs/ES2_Metal and will likely require a larger bug fix, or more changes to be upstreamed from WebKit's repository. Bug: angleproject:5505 Change-Id: Ia1ea9a13867f00035d4aeccf907fd032255588e3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3010486 Commit-Queue: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Kyle Piddington d33a2222 2021-04-26T16:56:15 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>
Shahbaz Youssefi 776c6015 2021-02-26T00:00:57 Vulkan: Call glslang at compile time With this change, the ANGLE translator immediately compiles the generated GLSL into SPIR-V with glslang and discards the source. This is in preparation for generating SPIR-V directly, by making the frontend and backend already able to digest it. This change also allows the expensive glslang calls to be parallelized, improving the following perf test by about 20%: LinkProgramBenchmark.Run/vulkan_compile_and_link_multi_thread Previously, the test was run as such in the Vulkan backend: Main Thread 1 Thread 2 Compile1 ---> Compile2 ---------------------> Translator Translator <--- <--------------------- Link glslang for shader1 glslang for shader2 Done With this change, it is run as such: Main Thread 1 Thread 2 Compile1 ---> Compile2 ---------------------> Translator Translator glslang glslang <--- <--------------------- Link Done glslang_wrapper_utils no longer interacts with glslang! A rename will follow. Bug: angleproject:4889 Change-Id: If4303e8ba0ba43b1a2f47f8c0a9133d0bee1a19a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2721195 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi c7c38731 2021-03-04T15:04:07 Vulkan: Move SpirvBlob definition to common/ For use by the translator. Bug: angleproject:4889 Change-Id: Ie95cafd3cfcdde50acc5d26d3c00e6574186a805 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2737276 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi 77637f2d 2021-02-19T15:18:52 Vulkan: Generate xfb support code in SPIR-V for emulation path This change moves the code generation at link time from source code to SPIR-V. As a result, transform feedback extension and emulation paths are more similarly handled before SPIR-V transformation (they both store information identically in the ShaderInterfaceVariableInfoMap). This change gets rid of the @@ XFB-OUT @@ marker. With no source code generation at link time, shader compilation can be moved to glCompileShader time. Bug: angleproject:4888 Change-Id: I8cdb89c22b57ce48cf5d226b8e41622d9d550d46 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2713269 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Jamie Madill 093250e0 2020-12-23T12:07:46 Vulkan: Make shader variable info maps a class. Instead of using a map type directly we abstract the info maps into an encapsulated class. We can enforce a specific API set instead of using the same API as the map class. This also cleans up a few of the APIs related to these maps. This change will allow future changes to the way the variables are stored in the class without drastically changing the interface. Bug: angleproject:3572 Bug: angleproject:4524 Change-Id: Ic1a63e1776c39f49b895a1274bae8282d7a6b9b5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2600080 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Shahbaz Youssefi 01e8b675 2020-11-27T17:24:11 Fix ordering of stages in gl::ShaderType When iterating over a bitset of stages, they are now processed in the same order as the rendering pipeline. Bug: angleproject:5405 Change-Id: If9e0f24be047b060f759e0e1db622a91e24e9646 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2564008 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Geoff Lang fa616931 2020-09-03T14:58:03 Mark uniform samplers in an array unused per element https://bugs.webkit.org/show_bug.cgi?id=215630 Fix an issue with the OpenGL backend where entire arrays of uniforms would be marked as unused if a single element was reported as unused by the driver. Bug: angleproject:5006 Change-Id: I9bbb75a5f113472393e8d9f1fb60a7865aa9529a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2486540 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: James Darpinian <jdarpinian@chromium.org>
Le Hoang Quyen 9ff58e26 2020-09-27T15:27:12 Metal: Implement sampler object & shadow compare mode Note: GL_TEXTURE_COMPARE_MODE=GL_NONE is not supported on shadow sampler for now. Bug: angleproject:2634 Change-Id: I470bad6322e78ef1408e4334e1e778821df7cbf1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433332 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>
Le Hoang Quyen 6136cbcb 2020-09-23T21:31:05 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>
Le Hoang Quyen 1677cf14 2020-09-13T20:14:59 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>
Courtney Goeltzenleuchter c5b5cf6c 2020-09-10T16:58:18 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>
Le Hoang Quyen 9277ee74 2020-07-06T12:40:58 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>
Le Hoang Quyen 113c5e29 2020-05-11T22:49:03 Metal: deferred render command encoder creation. MTLRenderCommandEncoder creation will be deferred until a render pass ends. Commands will be stored into a back-end owned buffer during render pass. At the end of the render pass, those commands will be re-encoded into an actual MTLRenderCommandEncoder. Benefits: - Useful for future implementation of occlusion query buffer where it could be allocated right before the end of a render pass to be big enough to store all queries within the render pass. - It's possible to change load option (deferred clear) as long as there is no draw call issued yet. This is not implemented yet. - Possibility of commands' re-ordering. Bug: angleproject:2634 Change-Id: I1348716aa882c0540d9120bf175d8dac13fb58bd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2193196 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Hoang Quyen 5e13757b 2020-05-11T00:50:00 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>
Tim Van Patten d10ba166 2020-05-19T18:00:38 Rename ProgramState::getProgramExecutable() to getExecutable() The "Program" part of ProgramState::getProgramExecutable() is already implied by being part of a ProgramState, so it can be removed. Bug: angleproject:3570 Change-Id: I35ffb2af81196fa7f189f7d3a37158f5f1951141 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2209317 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
Tim Van Patten 913f4f42 2020-04-15T00:54:37 Vulkan: Support VS, FS, and CS in the same PPO This CL adds support for a Program Pipeline Object to have a VS, FS, and CS attached to the same PPO and then using that PPO for both draw and dispatch calls. Bug: angleproject:3570 Test: KHR-GLES31.core.compute_shader.sso* Change-Id: I262cdbdfd442f6db5ba2b45d1308003102b237cb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2150078 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>
Tim Van Patten 85c076ee 2020-02-20T17:54:35 Vulkan: Make mVariableInfoMap a gl::ShaderMap<> The ShaderInterfaceVariableInfoMap information is specific to each shader stage, since the locations are determined for each shader stage. This change makes mVariableInfoMap a gl::ShaderMap<> to handle this, which will make it easier to compile separable programs, determine the variable locations, and transform the SPIR-V. Bug: angleproject:3570 Change-Id: I28b71a37efe54bbcfe1dcd445fa03ee71e74f0a6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2062741 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Jamie Madill b91d2630 2020-03-24T13:17:58 Speculative fix for assertion failure with samplers. This was crashing for example here: https://chromium-swarm.appspot.com/task?id=4b174a9710848410 https://chromium-swarm.appspot.com/task?id=4b214baec2ee7e10 With this stack: libglesv2!gl::TextureState::isBoundAsSamplerTexture libglesv2!gl::Texture::onUnbindAsSamplerTexture libglesv2!gl::State::unsetActiveTexture+0x9 libglesv2!gl::State::updateActiveTextureState+0x2d2 libglesv2!gl::State::updateActiveTexture+0x3aa libglesv2!gl::State::setSamplerTexture+0x4a1 libglesv2!gl::Context::bindTexture+0x1ab libglesv2!gl::BindTexture+0x99 chrome!GrGLFunction+0x1f chrome!GrGLGpu::bindTexture+0x1a0 chrome!GrGLProgram::bindTextures+0x1b9 chrome!GrGLOpsRenderPass::onBindTextures+0x50 chrome!GrOpsRenderPass::bindTextures+0x106 chrome!GrOpFlushState::bindTextures+0xf chrome!`anonymous namespace'::FillRectOp::onExecute+0xd3 It's unclear how we could end up with a Texture bound that doesn't go through the normal setter functions. I did see a potential hole where textures might not get an unbind call when a Context is torn down. This could lead to bugs in multi-context situations. This protects the set/unset functions in a helper class to ensure we always call onBind/onUnbind and forces the destructor to call unbind. Bug: angleproject:4490 Change-Id: Ied64e02bbe3a37efcab6cbdd4bf2d1b6dcb8b3ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2118254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
Geoff Lang 07467b4a 2020-03-20T10:40:56 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>
Shahbaz Youssefi e5385ea9 2020-01-27T13:40:18 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>
Shahbaz Youssefi 71e6afb1 2020-01-14T14:12:31 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>
Shahbaz Youssefi 135f8fcb 2020-01-13T16:18:41 Vulkan: Remove inactive uniforms in the translator By removing inactive uniforms in the translator, glslang wrapper doesn't need to comment them out. Additionally, inactive uniforms don't find their way in the default uniform block, reducing its size if there's a mix of active and inactive uniforms. As collateral, it also fixes a bug where inactive uniforms of struct type were not correctly removed by glslang wrapper. Bug: angleproject:3394 Bug: angleproject:4211 Bug: angleproject:4248 Change-Id: I874747070e875fe24bf59d39d1322e319e280a16 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1999278 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi b36e46ab 2020-01-08T15:49:18 Vulkan: Line raster emulation through specialization constant In preparation for compiling shaders early at link time, this change reworks line raster emulation such that it uses specialization constants instead of a preprocessor condition. This means drawing both triangles and lines with this program will still result in a one-time shader compilation. The compilation is still done at draw time in this change. Bug: angleproject:3394 Change-Id: I0bf91398868d7f7147456533b728906b505192b2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1992365 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Le Hoang Quyen 53e45360 2019-11-09T17:26:58 Metal: support texture's incomplete image definitions. glTexImage*, glCopyImage* will copy data to the image at the respective index, then during draw call, the image data will be transferred to real Metal texture. Test done: MipmapTest.DefineValidExtraLevelAndUseItLater For implementation notes, see src/libANGLE/renderer/metal/doc/TextureDataCompleteness.md Bug: angleproject:2634 Change-Id: I0ca24c8beff2e109a794260c436985e9f4650d83 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1906609 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Quyen a5a04ac0 2019-10-29T22:57:55 Metal backend pt3: shader translator Implementation of GLSL to MSL translator Bug: angleproject:2634 Change-Id: I66e2374b461548fac46163ea79790a488515e6b0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1887251 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Le Quyen fe26bae4 2019-10-29T18:38:53 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>
Le Quyen d200a77a 2019-10-10T00:44:01 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>