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cfc4db34
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2021-11-04T16:54:15
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Metal: Provoking vertex support for Metal DrawArrays
Add in provoking vertex rewrite support for
drawArrays command, enabling 6 dEQP tests.
GLES3/functional_rasterization_flatshading_line_loop
GLES3/functional_rasterization_flatshading_line_strip
GLES3/functional_rasterization_flatshading_lines
GLES3/functional_rasterization_flatshading_triangle_fan
GLES3/functional_rasterization_flatshading_triangle_strip
GLES3/functional_rasterization_flatshading_triangles
This patch adds a new shader to the Provoking
Vertex helper that generates draw commands for
all simple data types.
Fix bug in provoking vertex helper that caused
reused index buffers to suffer from allocation issues.
Also fix Provoking vertex for triangle fan generation
Bug: angleproject:5325
Change-Id: I7a1211dfcd99329868269ea0666eef1915d487b5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3261635
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@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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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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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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9bc86c50
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2020-10-13T13:26:08
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Metal: Implement OES_draw_buffers_indexed
Bug: angleproject:2634
Bug: angleproject:4394
Change-Id: Id6e6c6bdea2b1ff3d974e92e067ed63e1b4e4582
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2465919
Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Reviewed-by: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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c859c0ac
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2020-11-24T17:21:38
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Batch replace std::unordered_map with angle::HashMap in src/
There are a few places that will remain std::unordered_map due to build
or run-time errors, which will need to be evaluated more closely to
determine if they should remain std::unordered_map or if there is
another Abseil data structure that would be more efficient while still
working correctly.
Bug: angleproject:4873
Change-Id: Ib04253e3ad6398e63f4cc2bfe12c0f9e57cb112b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2558873
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
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9ff58e26
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2020-09-27T15:27:12
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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>
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80d4901a
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2020-09-26T19:22:00
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Metal: Support integer textures.
Bug: angleproject:2634
Bug: angleproject:5154
Change-Id: Iffea26fe2c683557b4fa7c13fddf3523294b47d4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433329
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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0e5e6078
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2020-09-26T23:31:24
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Metal: Use MipmapNativeLevel class to store native mip lvl
This is to avoid wrong native level in Metal, for example, not taking
into account the OpenGL base level.
Bug: angleproject:2634
Change-Id: I3a7a3ac41bdbd91a47755bb4ca11bd579c182e04
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433326
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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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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4f247baf
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2020-08-23T22:58:56
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Metal: Implement EXT_draw_buffers & ANGLE_framebuffer_blit
Bug: angleproject:2634
Change-Id: I769ca7e113e660870e9b31dafb706c313db8ac24
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2332146
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@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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113c5e29
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2020-05-11T22:49:03
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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>
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3c00eee2
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2020-05-11T00:50:00
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Metal: Use bit fields for state descriptor caching.
This reduces size of state descriptors and increase hashing performance.
Bug: angleproject:2634
Change-Id: Ida1a17a4fb30a053dafc82a3f7501b448e16e818
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2192570
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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d1860ea1
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2019-11-19T23:04:00
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Metal: support OES_depth_texture
Also added Depth32 & Depth16 texture data upload tests.
Bug: angleproject:2634
Change-Id: I103f1cda1dc915f0dc8b04f7aaa2d8c0f9220cda
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1919281
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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fe26bae4
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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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