src/libANGLE/renderer/gl/ShaderGL.cpp


Log

Author Commit Date CI Message
Shahbaz Youssefi 4ba4af61 2023-08-17T11:28:18 Revert recompile blocking on link Causing timeouts on some platforms. An alternative implementation will follow. This change also reverts two changes that depend on it: Vulkan: Move SPIR-V set up to link job 10f54902e816fa7e4cf314384e00590e2b9bfa1d. Vulkan: Move default uniform init to link job d8cd4dcdc9c55c88f030f7fca41357e99e600ed2. Bug: angleproject:8297 Change-Id: I9a258460e7bcaeac214be5e63c16c20681e0bcde Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4789843 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Alexey Knyazev 59f158c1 2023-08-10T00:00:00 GL: Add explicitFragmentLocations workaround Some drivers produce incorrect results when a fragment output has an implicit location and gl_SampleMask[] is written to. Fixed: angleproject:8308 Change-Id: I615952ef61b1cb611984ec7defb189d89ab3281c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4777702 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Shahbaz Youssefi 424f43e4 2023-08-11T17:07:16 Prevent shaders from recompiling while a link job is in progress This will prevent a guarantee that link jobs can take further advantage of. In particular, a good chunk of the link job is done serially and under the share group lock due to this recompile-while-link issue. After this change, that is no longer a problem, and most of the link can be made lockless/parallelized. Bug: angleproject:8297 Change-Id: Ic41ac62fb8c40131a69cd90fa9430584964677fa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4776338 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi f5ad056b 2023-07-10T22:13:34 GL: Fix ScalarizeVecAndMatConstructorArgs and move to gl/ This transformation was buggy and was disabled. Originally, it was intended to be used everywhere. It is now needed for a GL driver workaround. This change reimplements this transformation and uses it as a GL workaround. Bug: chromium:1420130 Change-Id: I42d63fa5844bcf683ac41e61925aa637e033ca2e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4676634 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Roman Lavrov 21f16cb1 2023-06-09T17:30:38 Disable clang-format on ANGLE features autogen outputs Updates the script to produce reasonably formatted code without clang-format. Autogen files moved to autogen/ sub-directories because clang-format does not support per-file settings ;( This allows to run this codegen very quickly (~50ms on my machine) Bug: angleproject:8193 Change-Id: Ie84282090d574ebb4debe3edcfd82f983f27a5ff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4604578 Commit-Queue: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Alexey Knyazev 28e7adca 2022-12-09T00:00:00 GL: Implement clip distance state emulation Pass the current set of enabled clip distances to vertex shaders via an internal uniform and dynamically set disabled elements to zero. Bug: angleproject:7880 Change-Id: I709d31dc7ca0606decf49adf674460a941837683 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4094314 Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Chris Dalton 8ee1b89f 2022-11-04T13:10:37 Refactor pixel local storage options The various different PLS options were getting scattered and unruly. We are also in need of more backend-specific PLS options that would be difficult to add as-is. This CL refactors them into a single "ShPixelLocalStorageOptions" struct that gets initialized all in one place, and shared between the compiler and the backends. Bug: angleproject:7279 Change-Id: Ic58dccb8d1ba350a0b6cc5848ce15bd687e30fad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4006715 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
Chris Dalton 5e95a4d9 2022-10-07T00:52:38 Add an EXT_shader_pixel_local_storage impl of PLS Translates ANGLE_shader_pixel_local_storage shaders directly to EXT_shader_pixel_local_storage. Polyfills load/store operations using internal fullscreen draws. Since the ANGLE extension needs the ability to preserve all active PLS planes to textures, we can only support this extension when the backend context also has access to ES 3.1 shader images. Bug: angleproject:7279 Bug: angleproject:7771 Change-Id: Id348bde412efcc081ff29ee05ec59ad652f77569 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3966075 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 025504b9 2022-10-17T17:03:03 Pass worker pools to image load functions In preparation for the ASTC decoder using threaded decoding. Bug: b/250688943 Change-Id: I70d669bcb57b900dbb633304182e174aec362203 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3961339 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Greg Schlomoff <gregschlom@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Chris Dalton a7dc51f2 2022-10-01T08:49:11 Add a framebuffer fetch implementation of PLS The framebuffer fetch implementation works by attaching PLS backing textures to the framebuffer, and then rewriting PLS uniforms as "inout" fragment variables. The compiler's existing machinery takes it from there and makes it work on GL and Vulkan, and soon Metal. EXT_shader_framebuffer_fetch is now the preferred backend for pixel local storage, but we also use EXT_shader_framebuffer_fetch_non_coherent if shader images can't be coherent. This is especially interesting for Vulkan, since noncoherent framebuffer fetch is possible without any extensions. Bug: angleproject:7279 Bug: angleproject:7683 Bug: angleproject:7684 Bug: angleproject:7724 Change-Id: I33f3b2c6df9a5709969d9165c448ea71b096c9e1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3900142 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
Chris Dalton 493bab09 2022-09-15T14:20:41 Add an ShPixelLocalStorageType enum Adds ShPixelLocalStorageType to ShCompileOptionsPLS and adds a getNativePixelLocalStorageType() call to ContextImpl. For now this enum only tells the translater whether PLS formats needs to be packed into r32 images, but it will soon also be able to select framebuffer fetch, native pixel local storage, and other PLS implementations. Bug: angleproject:7279 Change-Id: Ifbd419b20550b8711ae3044782177806796216f1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3900498 Commit-Queue: Chris Dalton <chris@rive.app> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Chris Dalton 4a636cdd 2022-07-20T22:44:30 Require all PLS formats to consume exactly 4 bytes of storage D3D 11.0 UAVs only support R32_FLOAT, R32_UINT, R32_SINT formats. EXT_shader_pixel_local_storage explicitly states that all PLS variables consume exactly 4 bytes. ESSL images can only have both read and write access if their format is r32f, r32i, r32ui. (We were able to circumvent this via aliasing, but it was a huge source of bugs.) There is a large precedent for only supporting 4 bytes of storage in the capabilities we use for PLS, so this CL removes support for all PLS storage formats that are not 4 bytes. It also implements an "R32" mode for PLS, that does manual packing and unpacking of r32* image formats. If the application wants larger formats, it can always define multiple PLS planes and piece them together. Next up we ought to be able to support rg16* types with more packing/unpacking. With aliasing gone, and with a bit of tweaking, the PLS tests now pass on the Pixel 4 GLES bot. Bug: angleproject:7279 Bug: angleproject:7388 Bug: angleproject:7524 Bug: angleproject:7527 Change-Id: I6b8f62c2428ade6cb5413e33360d734e55dda0eb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3782579 Reviewed-by: Stephen White <senorblanco@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
Shahbaz Youssefi 6f80f0f0 2022-08-06T02:29:19 Translator: Clean up the compile flag passing interface Historically, compile flags were sent to the translator as a bitmask. Recently, we were getting close to running out of bits. Additionally, direct-to-metal work had started to introduce constants to be passed to the translator, which were misplaced in ShBuiltInResources and Caps. Recent work on Pixel Local Storage adds even more constants, aggravating the situation. In this change, the interface to passing compile flags is reworked. A struct is passed (instead of a bitmask) that has one bit for each flag. This can be indefinitely extended. Additionally, the constants needed by metal and PLS are also placed in this struct. In turn, the backends can set these options directly, and don't have to hack them into Caps to further get hacked into ShBuiltInResources. Bug: angleproject:7559 Change-Id: If93f1e1b8818ad3a0ac708ab04ab93b4b397d114 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3812562 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi 400d9fe4 2022-04-23T01:08:19 Rename feature files to *_autogen.h To clarify further that they are not to be edited by hand. Bug: angleproject:6435 Change-Id: Iaf79706d2b688a43b3ebb65700cfbdd71a49a742 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3603842 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Shahbaz Youssefi fcec6904 2022-04-13T14:18:06 Generate feature variable names from display names The json file now only contains the feature display name. The variable name is automaticaly derived. For consistence with Chromium and other Chromium-based projects, the display name is now always snake_case, and that's what's specified in the json files. This also makes camelCase variable name generation trivial (as opposed to the other way around). Feature overrides now accept both snake_case and camelCase names to ensure compatibility with existing scripts. This is done by removing _ and comparing override names with feature names in lower case. Bug: angleproject:6435 Change-Id: I0b6ed2bbf5c312bc4f4be7b3c7d55dbaca2a9886 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3584630 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Tim Van Patten b0e15ee4 2021-12-28T20:37:33 Decide GL_KHR_parallel_shader_compile in backends GL_KHR_parallel_shader_compile was previously being enabled unconditionally in the front end. However, some backends (Vulkan) perform worse with parallel shader compilation. This CL moves the decision of enabling GL_KHR_parallel_shader_compile to the backends. To support single-threaded shader compilation without affecting the generic worker thread pool, Context::mSingleThreadPool is added to own the single-threaded WorkerThreadPool and can be returned by the new function Context::getShaderCompileThreadPool(). Otherwise, if the extension is enabled, the (renamed) Context::mMultiThreadPool is returned. Bug: angleproject:6748 Change-Id: Ic8d3a183f397608f3002a05480deb976dfe44792 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3360337 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>
Jamie Madill 1ca1589f 2021-09-13T10:56:58 Give GLES extension bools a vendor suffix. This is in preparation for auto-generation which will give all of these bools suffixes. Bug: angleproject:6379 Change-Id: I7e3f6c9b644c41a2165e6bf7b62d661fd352a250 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3158503 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Shahbaz Youssefi 09d5047b 2021-08-03T01:31:03 GL: Remove the rewriteVectorScalarArithmetic workaround This workaround was implemented for a bug in Nvidia driver 387 which is end-of-life. More recent driver branches (390 and 4XX) are fixed, and so this workaround is no longer required. The implementation of the workaround itself could introduce bugs. Bug: chromium:772651 Bug: chromium:1201084 Change-Id: I3db179eb90d9124235bdad2daacc712302906d8e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3067952 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Peng Huang 46203e32 2021-02-10T18:41:06 Workaround context lost for Adreno 42x and 3xx Bug: chromium:1171371 Change-Id: I8c2e13f3f35bf1f780526ad1d9d483226ce5ea34 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2688901 Commit-Queue: Peng Huang <penghuang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d13c9e78 2020-09-20T10:51:00 Rename ShaderImpl::mData to mState. Makes it consistent with the other back-end types. Bug: angleproject:5076 Change-Id: I7a54dd4a0a54e6dc05e257b7b2ac1ec21ceea700 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2420748 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Etienne Bergeron d80d9044 2020-06-08T14:56:14 Reland "Add trace event to angle Program compilation API" This reverts commit be04c04729df41e359ebce625690af4368f12142. Reason for revert: The appropriate fix for ASAN is landed here: https://chromium-review.googlesource.com/ c/angle/angle/+/2233410 Original change's description: > Revert "Add trace event to angle Program compilation API" > > This reverts commit 7685a79eb4a38c212b67d4a830958d69b409bc4c. > > Reason for revert: Causing TSAN failures, see issue. > > Bug: chromium:1091723 > > Original change's description: > > Add trace event to angle Program compilation API > > > > Bug: chromium:1064662 > > Change-Id: I2ee48718ff3946ab9307ba27177a02858bf436b0 > > Reviewed-on: https://chromium-review.googlesource.com/ c/angle/angle/+/2230789 > > Commit-Queue: Etienne Bergeron <etienneb@chromium.org> > > Reviewed-by: Jamie Madill <jmadill@chromium.org> > > TBR=etienneb@chromium.org,jmadill@chromium.org > > Change-Id: I92148677ac53c1ff7a9bc880e0a0834a03fc92ea > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Bug: chromium:1064662 > Reviewed-on: https://chromium-review.googlesource.com/ c/angle/angle/+/2231870 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Commit-Queue: Jamie Madill <jmadill@chromium.org> TBR=etienneb@chromium.org,jmadill@chromium.org # Not skipping CQ checks because original CL landed > 1 day ago. Bug: chromium:1091723, chromium:1064662 Change-Id: I6e2ccfcb29fcddc5e0bffee43d3a737c8a6a75ea Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2235915 Commit-Queue: Etienne Bergeron <etienneb@chromium.org> Reviewed-by: Etienne Bergeron <etienneb@chromium.org>
Jamie Madill be04c047 2020-06-05T15:15:26 Revert "Add trace event to angle Program compilation API" This reverts commit 7685a79eb4a38c212b67d4a830958d69b409bc4c. Reason for revert: Causing TSAN failures, see issue. Bug: chromium:1091723 Original change's description: > Add trace event to angle Program compilation API > > Bug: chromium:1064662 > Change-Id: I2ee48718ff3946ab9307ba27177a02858bf436b0 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2230789 > Commit-Queue: Etienne Bergeron <etienneb@chromium.org> > Reviewed-by: Jamie Madill <jmadill@chromium.org> TBR=etienneb@chromium.org,jmadill@chromium.org Change-Id: I92148677ac53c1ff7a9bc880e0a0834a03fc92ea No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: chromium:1064662 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2231870 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Etienne Bergeron 7685a79e 2020-06-04T14:16:05 Add trace event to angle Program compilation API Bug: chromium:1064662 Change-Id: I2ee48718ff3946ab9307ba27177a02858bf436b0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2230789 Commit-Queue: Etienne Bergeron <etienneb@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Kenneth Russell e196bc85 2020-01-17T13:11:20 Add driver bug workaround for rewriting row major matrices. Joint work with syoussefi@, who wrote the RewriteRowMajorMatrices pass, and revised it for this CL to not rely on the NameNamelessUniformBuffers pass - which was breaking it on the GL backend. Hook up previously written RewriteRowMajorMatrices transformation, and enable on all GPU types on macOS. It is needed at least for AMD and Intel GPUs. Add a new test which verifies the behavior of dynamically-indexed arrays of row-major matrices. Bug: angleproject:2273 Bug: angleproject:3843 Change-Id: Id582f9cf6b9b1a59091aab1786539174f360b705 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2008717 Commit-Queue: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
shrekshao eca11cc8 2020-01-28T14:18:40 SH_CLAMP_INDIRECT_ARRAY_BOUNDS logic update Remain the old hardware requirement for turning on clampArrayAccess. But also turns it on universally for WebGL context. So that we won't suffer from clampArrayAccess not handled properly on some compute shader deqp tests. Bug: chromium:1042252, angleproject:4361 Change-Id: Ib11affd6df27ce7d2100980d2b8decdee36876e8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2026029 Reviewed-by: James Darpinian <jdarpinian@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shrek Shao <shrekshao@google.com>
James Darpinian 27db2458 2019-10-03T13:46:28 Optimize disabling ARB_texture_rectangle In https://crrev.com/c/1838418 I added the ability to disable ARB_texture_rectangle so that we can use it in the WebGL implementation but disable it when compiling user shaders. Unfortunately disabling and re-enabling the extension causes the shader translator to be reinitialized which turns out to be more expensive than the actual work of shader translation, at least for small shaders. It's slow enough to cause timeouts in WebKit's WebGL conformance test runs. This introduces an alternate method of disabling ARB_texture_rectangle in the translator which is much faster because it avoids reinitializing the translator. Bug: angleproject:3956 Change-Id: I5d31b683ff19a59bdfd289cfd3c609f64ef5e25b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1991969 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: James Darpinian <jdarpinian@chromium.org>
Jiawei Shao 0303cf6b 2019-10-30T16:46:38 OpenGL: Port all Intel-related workaround conditions from gpu_driver_bug_list.json This patch ports all the Intel-related shader workarounds defined in gpu_driver_bug_list.json used by Chromium validating command buffer into ANGLE so that they can also take effect in Chromium passthrough command buffer. Bug: 1020467 Bug: 642605 Bug: 403957 Change-Id: I8e4866fc34d5e8f1b2f4dbfa8e526b80249ba166 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1889386 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
jchen10 b3070102 2019-10-18T16:01:34 Add SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR This is a workaround for the webgl2 conformance test case WebglConformance_conformance2_glsl3_vector_dynamic_indexing_swizzled_lvalue. Dynamic indexing of swizzled lvalue like "v.zyx[i] = 0.0" is problematic on various platforms. This removes the indexing by translating it this way: void dyn_index_write_vec3(inout vec3 base, in int index, in float value){ switch (index) { case (0): (base[0] = value); return ; case (1): (base[1] = value); return ; case (2): (base[2] = value); return ; default: break; } if ((index < 0)) { (base[0] = value); return ; } { (base[2] = value); } } ... dyn_index_write_vec3(v.zyx, i, 0.0); ... Bug: chromium:709351 Change-Id: I971b38eb404209b56e6764af1063878c078a7e88 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1869109 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
James Darpinian dce09168 2019-10-03T13:47:47 Enable unfold_short_circuits workaround on Apple. Bug: angleproject:3957 Change-Id: I49ba77b2daeed01a2b668fc68c26663e87997ad5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1838421 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: James Darpinian <jdarpinian@chromium.org>
shrekshao cd31f286 2019-06-25T14:22:41 Implement Draw base vertex and base instance functions This patch implements functionality of glDrawArraysInstancedBaseInstanceANGLE, glDrawElementsInstancedBaseVertexBaseInstanceANGLE, glMultiDrawArraysInstancedBaseInstanceANGLE, and glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE Workaround for OpenGL driver on Mac: gl_VertexID on Mac with AMD GPU doesn't include baseVertex value. So replace gl_VertexID with (gl_VertexID + angle_BaseVertex) if any. Workaround for Vulkan GLSL: gl_InstanceIndex on Vulkan includes baseInstance. So replace gl_InstanceIndex with (gl_InstanceIndex - angle_BaseInstance) when angle_BaseInstance is declared. Bug: chromium:891861, angleproject:3402 Change-Id: Ia1d94b5d4d7da7e635468c05c962c4f7eb1b1919 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1750126 Commit-Queue: Shrek Shao <shrekshao@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 2074d5f7 2019-06-27T13:18:16 GL: Clamp uniform array access on Android and AMD devices. Chrome used to clamp it everywhere but in practice it is only needed on these devices. TEST=conformance/uniforms/out-of-bounds-uniform-array-access.html Change-Id: Idffe84023f8b27733bfda209edd59bbb220b5c0c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1680054 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jonah Ryan-Davis beb0eb2d 2019-06-14T15:10:33 Clean up workarounds/features to single location. Rename all workarounds structs to features, and move the lists to a shared location in include/platform (to help with documentation, see: https://cs.chromium.org/chromium/src/ui/gl/gl_switches.cc?sq=package:chromium&g=0&l=69) Bug: angleproject:1621 Change-Id: I4069f08131db5e886047a007efb5d7764dfee5f2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1660952 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis 776694cd 2019-05-08T10:28:55 Change all ANGLE workarounds to use struct definition with info. Change each workaround from a simple bool to a struct with info including name, workaround set, description, and bug IDs. This will help with future workaround integration with Chrome. Bug: angleproject:1621 Change-Id: Ia27c180abaf845e280060c803e5994cc3152a057 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593917 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tobin Ehlis e9421b2c 2019-04-08T15:16:56 Vulkan:Only apply invariant pragma to output vars The "#pragma STDGL invariant(all)" directive should only be applied to shader output vars. This change also removes the workaround SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT which is no longer needed. This change fixes two tests that were incorrectly assuming that the pragma would be applied to inputs: GLSLTest.InvariantAll[Both|In]. Bug: angleproject:1293 Bug: angleproject:3285 Change-Id: I4eb03fa89fbc7c560150ee0cc32382024b0cb3e3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1558678 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Commit-Queue: Tobin Ehlis <tobine@google.com>
jchen10 7d53c60b 2019-02-15T21:06:42 ParallelCompile: use the native extensions This enhances to use the native parallel compile extensions if available. Bug: 873724 Change-Id: I0aaed314accd75e1bfa596b322225b56d729d3a6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1475234 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
jchen10 aead8edf 2019-02-13T13:55:09 Mute worker context creation warnings This moves the warnings to InfoLog. Bug: chromium:931294 Change-Id: I1627aa63bdda6f92fc89b8921eb260302ba9063f Reviewed-on: https://chromium-review.googlesource.com/c/1469721 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
jchen10 a100d8f4 2018-12-29T16:39:55 ParallelCompile: add GL backend support For GL backend, at first each worker thread must have a naitve context for its own to work in. These worker contexts have to be shared from the main context, so that all shader and program objects are seen in any context. This extends backend displays to create and destroy the worker contexts. RendererGL manages and allocates them to the worker threads. ShaderImpl has a new compile method added to do the actual glCompile work in worker thread. The ProgramGL's link method is broken down by introducing the LinkEventGL class. Bug: chromium:849576 Change-Id: Idc2c51b4b6c978781ae77810e62c480acc67ebb5 Reviewed-on: https://chromium-review.googlesource.com/c/1373015 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b980c563 2018-11-27T11:34:27 Reformat all cpp and h files. This applies git cl format --full to all ANGLE sources. Bug: angleproject:2986 Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f Reviewed-on: https://chromium-review.googlesource.com/c/1351367 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
jchen10 a155bacf 2018-08-16T15:26:39 ParallelCompile: Parallelize shader translation This changes to construct a new ShHandle of compiler for each Shader, and use it to translate the shader source in a background thread. Bug: chromium:849576 Change-Id: Ib49952c7292321ee6aa1c5996f8f7927f40d8f04 Reviewed-on: https://chromium-review.googlesource.com/1177195 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 017bda42 2018-09-14T18:11:50 Fix the ASSERT error This change adds shader type checking before entering initializeOutputVariables. BUG: angleproject:2821 Change-Id: Ib931031f2fc187f1f2a1821a09664bbe172a5e90 Reviewed-on: https://chromium-review.googlesource.com/1226229 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
jchen10 3fd614d0 2018-08-13T12:21:58 Refactor Context dependency for resolveCompile The context parameter of Shader::resolveCompile method causes a bad impact that many methods in Shader, Program etc. have to have a same context parameter. By removing it, these methods can be decoupled from Context. BUG=chromium:849576 Change-Id: Ia5545ee9dce45794550f6086bc0e6c4707e1276e Reviewed-on: https://chromium-review.googlesource.com/1172202 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 422f2ce2 2018-05-10T13:54:54 GL: Refactor ShaderGL to not hold renderer objects. BUG=angleproject:2464 Change-Id: I243c010e30d62e233411b1dab1d13a69b44e4b38 Reviewed-on: https://chromium-review.googlesource.com/1054214 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 58662082 2018-05-10T13:41:51 Pass a gl::Context to ShaderImpl methods. Also add a destroy method. BUG=angleproject:2464 Change-Id: I7346b799af4e7d64ed5cc3d5eca8e108ce2cf699 Reviewed-on: https://chromium-review.googlesource.com/1054213 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 983460e6 2018-05-02T17:57:39 Rewrite repeated assignments to swizzled vectors on NVIDIA This works around the most common instances of a bug that reproduces on some NVIDIA OpenGL drivers prior to version 397.31. BUG=chromium:798117 TEST=angle_end2end_tests Change-Id: Iafc6a9a64e56fa98b42117149fe6867040e932e5 Reviewed-on: https://chromium-review.googlesource.com/1042190 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei Shao 385b3e03 2018-03-21T09:43:28 Use packed enums on shader types in ANGLE renderer This patch uses a packed internal enum ShaderType everywhere we need a shader type instead of the GLenum value of the shader type. This patch also uses program::getAttachedShader(type) everywhere we need to get gl::Shader from a program in ANGLE. BUG=angleproject:2169 Change-Id: I28a7fa1cfe35622c57a486932911110688eaadec Reviewed-on: https://chromium-review.googlesource.com/972844 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 0690e1aa 2017-12-21T20:51:38 Add a workaround to clamp gl_FragDepth NVIDIA OpenGL drivers at least up to version 388.59 don't clamp gl_FragDepth when it is written to a floating point depth buffer. This bug is now worked around by clamping gl_FragDepth in the shader if it is statically used. BUG=angleproject:2299 TEST=angle_end2end_tests on NVIDIA Change-Id: I61589b2b0dd2813c4901a157c8d37e470063773c Reviewed-on: https://chromium-review.googlesource.com/840842 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho bb0775da 2017-11-10T16:20:43 Add flag for turning off initializing variables with loops This flag is needed to toggle upcoming variable initialization mode which uses for loops to optimize the compilation process. Initializing variables using for loops will be turned on by default, but it needs to be turned off in Chromium in certain cases. Chromium will use the flag added in this patch and that code will need to go into Chromium before finishing the implementation in ANGLE. BUG=chromium:735497 Change-Id: I3a0e7b7c6cebe60afa72964fbd0caf3b1eafccbc Reviewed-on: https://chromium-review.googlesource.com/763451 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 661fc487 2017-10-16T12:17:05 Work around NVIDIA GLSL vector-scalar op bug This adds a new AST transform VectorizeVectorScalarArithmetic. The AST transform works around incorrect handling of certain types of GLSL arithmetic operations by NVIDIA's GL driver. It works around only the most common cases where the bug reproduces, since detecting all the cases would take more sophisticated analysis of the code than what is currently easily implementable in ANGLE. When a float add operator has both vector and scalar operands, the AST transform turns the scalar operand into a vector operand. Example: vec4 f; f += 1.0; gets turned into: vec4 f; f += vec4(1.0); When a vector constructor contains a binary scalar float multiplication or division operation as its only argument, the AST transform turns both operands of the binary operation into vector operands. Example: float f, g; vec4(f * g); gets turned into: float f, g; vec4(vec4(f) * vec4(g)); Another example with compound assignment: float f, g; vec4(f *= g); gets turned into: float f, g; vec4 s0 = vec4(f); (s0 *= g, f = s0.x), s0; This latter transformation only works in case the compound assignment left hand expression doesn't have side effects. BUG=chromium:772651 TEST=angle_end2end_tests Change-Id: I84ec04287793c56a94845a725785439565debdaf Reviewed-on: https://chromium-review.googlesource.com/721321 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho ab918821 2017-07-14T17:03:42 Clamp point size to maximum point size from the API on NVIDIA NVIDIA OpenGL drivers have a bug where the point size range is being reported incorrectly - it appears the core GL driver incorrectly gives the range for smooth points, when it should be giving the range for aliased points. Clamp the actual point size to the maximum point size reported from the API so that the GLES spec is followed. The same workaround seems to be necessary also on Android. The issue was revealed by the trybots, and has not been fully diagnosed though. The newly added test fails on AMD OpenGL. As a part of this change, the existing tests in PointSpritesTest are refactored to use gl_raii. BUG=chromium:740560 TEST=angle_end2end_tests Change-Id: Ic4a66c9ea16f5ae76beb3bb6577716d10c3b226e Reviewed-on: https://chromium-review.googlesource.com/574598 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Martin Radev 318f9aa5 2017-05-17T17:47:28 Initialize ANGLE_multiview caps and workaround state The patch checks whether ANGLE_multiview can be supported in the OpenGL renderer, updates the caps and adds a workaround field to enable multiview support through the NV_viewport_array2 extension. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I99dae10564db7bcca41d7624f8de272c1d996e09 Reviewed-on: https://chromium-review.googlesource.com/567934 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez e7557744 2017-06-01T13:09:57 WebGL compatibility: remove UB for draw buffers in the GL backend. WebGL adds two rules: - Fragment outputs declared but not written to should default to black. - FBO attachments for outputs not declared in the shader should not be written to (it is UB in OpenGL ES). Fix the first one by using the SH_INIT_OUTPUT_VARIABLES compiler options, and the second one by messing with glDrawBuffers so that the enabled draw buffers are always a subset of the ones declared by the shader. BUG=angleproject:2048 Change-Id: I1d851c190959c1acfc3e41d837e6990aec1d4086 Reviewed-on: https://chromium-review.googlesource.com/521682 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho 9733ceef 2017-05-11T19:14:35 Initialize uninitialized locals in GLSL output Guarantee that local variables are initialized before they are used in GLSL output. In HLSL output all variables were already being initialized. Locals are initialized using an AST transform. The local variable init can only be run after some simplification of the AST, so that it is able to handle complex cases like: for (int i[2], j = i[0]; i[0] < 3; ++i[0]) { } If we're dealing with ESSL 1.00 which lacks array constructors, in this kind of case the uninitialized array initialization code needs to be hoisted out of the loop init statement, and the code also needs to make sure that j's initializer is run after i is initialized. Another complex case involves nameless structs. This can be an issue also in ESSL 3.00 and above: for (struct { float f; } s; s.f < 1.0; ++s.f) { } Since the struct doesn't have a name, its constructor can not be used. We solve this by initializing the struct members individually, similarly to how arrays are initialized in ESSL 1.00. Initializing local variables is disabled on Mac and Android for now. On Mac, invalid behavior was exposed in the WebGL 2.0 tests when enabling it. On Android, the dEQP test runs failed for an unknown reason. Bugs have been opened to resolve these issues later. BUG=angleproject:1966 TEST=angle_end2end_tests, WebGL conformance tests Change-Id: Ic06927f5b6cc9619bc82c647ee966605cd80bab2 Reviewed-on: https://chromium-review.googlesource.com/504728 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yuly Novikov d73f852f 2017-01-13T17:48:57 Reland "Replace gl::trace logging with Chromium style logging" Removing one usage of FormatString() and its static buffer. And preparation for Platform logging. Fix incorrect enabling of ERR() calls in UNIMPLEMENTED() and UNREACHABLE(), resulting in increased code size and <iostream> adding 5 static initializers to chrome because of cerr referenced in statically linked translator. BUG=angleproject:1660 Change-Id: I7caa18036118d532e0544f75278602559172ae04 Reviewed-on: https://chromium-review.googlesource.com/431457 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6a6b09c9 2017-01-12T21:52:29 Revert "Replace gl::trace logging with Chromium style logging" Failing Chromium static initializers check: FAILED linux-release-64/sizes/chrome-si/initializers: actual 8, expected 7, better lower Possibly due to the static initializer for std::array for the log severity types. We should change it to POD. BUG=angleproject:1660 This reverts commit afcc41cee4ff63e7f6c9e60e55fc061adbba7dd4. Change-Id: Ifb362a4af78542608397c7a0b19e6afe076f2cf3 Reviewed-on: https://chromium-review.googlesource.com/427235 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Yuly Novikov afcc41ce 2016-12-13T12:59:39 Replace gl::trace logging with Chromium style logging Removing one usage of FormatString() and its static buffer. And preparation for Platform logging. BUG=angleproject:1660 Change-Id: I58192988ad16196706fe48d0c0ab0fd1a10c0210 Reviewed-on: https://chromium-review.googlesource.com/424173 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Corentin Wallez 7b91d0c1 2016-12-16T14:46:26 OpenGL: implement GL_ANGLE_translated_shader_source BUG=chromium:668223 Change-Id: I2068370f3e6963f297d0cb6545c40abf84d543ce Reviewed-on: https://chromium-review.googlesource.com/421092 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Olli Etuaho da9fb093 2016-12-09T17:32:29 Work around atan(y, x) bug on NVIDIA atan(y, x) is not always returning expected results on NVIDIA OpenGL drivers between versions 367 and 375. Work around this by emulating atan(y, x) using the regular atan(x) function. A fix to the driver is expected in a future release. It is most convenient to implement the vector atan(y, x) functions by using the scalar atan(y, x) function. Support for simple dependencies between emulated functions is added to BuiltInFunctionEmulator. In the current implementation one function is allowed to have at most one other function as its dependency. BUG=chromium:672380 TEST=angle_end2end_tests Change-Id: I9eba8b0b7979c7c7eaed353b264932e41830beb1 Reviewed-on: https://chromium-review.googlesource.com/419016 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qiankun Miao f52fe93d 2016-12-07T13:39:15 Work around unary minus operator float issue on Intel Mac 10.11 Result of -float is wrong on Intel Mac 10.11 drivers. Replace -float with 0.0 - float to work around this issue. BUG=308366 BUG=672380 Change-Id: I53bc2eda7259fff5805bec39896fc7b7a6eaf665 Reviewed-on: https://chromium-review.googlesource.com/417169 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Qiankun Miao 89dd8f37 2016-11-09T12:59:30 Remove invariant declaration in vertex shader for translation from ESSL 3.00 to GLSL <= 4.1 This is a follow-up patch of https://chromium-review.googlesource.com/408569. This CL removes invariant declaration in ESSL 3.00 vertex shader, such like: " out vec4 foo; invariant foo; " This CL also adds the workarounds in libANGLE. BUG=chromium:639760 TEST=webgl2_conformance Change-Id: I568ab51a9a2f5da10d1aff0b63aae8805097e081 Reviewed-on: https://chromium-review.googlesource.com/409157 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Qiankun Miao 705a9194 2016-08-29T10:05:27 Reland "Remove invariant qualifier for input in fragment shader" This relands https://chromium-review.googlesource.com/#/c/400005/. ESSL and GLSL are not consistent on invariant matching in vertex shader and fragment shader. See the following rules: ESSL 1.00 - input and output must match ESSL 3.00 - only output, inputs cannot be declared as invariant. GLSL 1.10.59 - does not exist GLSL 1.20.8 - input and output must match GLSL 1.30.10 - input and output must match GLSL 1.40.8 - input and output must match GLSL 1.50.11 - input and output must match GLSL 3.30.6 - input and output must match GLSL 4.00.9 - input and output must match GLSL 4.10.6 - input and output must match GLSL 4.20.11 - input can omit invariant GLSL 4.30.8 - input can omit invariant GLSL 4.40.9 - input can omit invariant GLSL 4.50.5 - input can omit invariant Since GLSL 4.20, invariant qualifier description were changed to: " Only variables output from a shader (including those that are then input to a subsequent shader) can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs need be declared with invariant, an output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant. " It's not very clear if input in fragment can be declared as invariant. Mesa driver disallows use of input declared as invariant in fragment shader, while other drivers may allow it. This CL removes invariant declaration for input in fragment shader except AMD driver in Linux. AMD's driver obviously contradicts the spec by forcing invariance to match between vertex and fragment shaders. BUG=chromium:639760, chromium:659326 TEST=conformance/glsl/misc/shaders-with-invariance.html and conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html Change-Id: I0aa9be14f0cee7a11a249c91fba27c570c52ca1b Reviewed-on: https://chromium-review.googlesource.com/404228 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Qin Jiajia 7835b525 2016-10-08T11:20:17 Reland "Add workaround for unused std140 and shared uniform blocks on MacOS" On some Mac drivers with shader version 4.1, they will treat unused std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 layout qualifier to be considered active. The uniform block itself is also considered active. This workaround is to reference all members of unused std140 and shared uniform blocks at the beginning of the vertex/fragment shader's main(). BUG=chromium:618464 TEST=UniformBufferTest.ActiveUniformBlockNumber Change-Id: I18da4e2b61b0170068bf5ea38ce54667b0737780 Reviewed-on: https://chromium-review.googlesource.com/395648 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Kenneth Russell c9e6026c 2016-09-30T17:15:07 Revert "Add workaround for unused std140 and shared uniform blocks on MacOS" This reverts commit 9aa83fe302578d226f195fff5fb3f0e2fb723a4c. The new test UniformBufferTest.ActiveUniformNumberAndName/ES3_OPENGL is failing on multiple platforms. Examples: https://build.chromium.org/p/chromium.gpu.fyi/builders/Mac%2010.10%20Release%20%28ATI%29/builds/12285 https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Release%20(ATI) Change-Id: I78b1a4d58e9a291e40ad304eb32f990e0518f7ee Reviewed-on: https://chromium-review.googlesource.com/391049 Reviewed-by: Kenneth Russell <kbr@chromium.org>
Qin Jiajia 9aa83fe3 2016-09-29T08:42:42 Add workaround for unused std140 and shared uniform blocks on MacOS On some Mac drivers with shader version 4.1, they will treat unused std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 layout qualifier to be considered active. The uniform block itself is also considered active. This workaround is to reference all members of unused std140 and shared uniform blocks at the beginning of the vertex/fragment shader's main(). BUG=chromium:618464 TEST=UniformBufferTest.ActiveUniformBlockNumber Change-Id: I1d2c5e3e8da04786ac6a37fd26f7bb9c14cd76ed Reviewed-on: https://chromium-review.googlesource.com/387169 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Shao 6f0a0dca 2016-09-27T13:51:29 Workaround isnan() on Intel drivers On some Intel drivers, calling function isnan() on highp float will get wrong answer. This patch work arounds this bug by using an expression to emulate this function. BUG=chromium:650547 Change-Id: I5bc5e0352c434f42cd2c55103a74f9f7ba51a72c Reviewed-on: https://chromium-review.googlesource.com/389834 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Qiankun Miao 09cfac60 2016-09-06T17:25:16 Work around For and While loop bugs on Intel Mac OSX Condition calculation in for and while loops has bug on Intel Mac. Work around it by converting "CONDITION" to "CONDITION && true". This CL also adds previous SH_EMULATE_ABS_INT_FUNCTION workaround to the ANGLE GL back-end on OSX BUG=chromium:644669 TEST=deqp/functional/gles3/shaderloop_for/while.html Change-Id: I910f662b054f259fcb601b9938841b3a2d066840 Reviewed-on: https://chromium-review.googlesource.com/381678 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Qiankun Miao <qiankun.miao@intel.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Qiankun Miao 7ebb97fc 2016-09-08T18:01:50 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>
Jamie Madill 15243d9b 2016-04-26T13:41:35 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>
Olli Etuaho 67946766 2016-03-08T15:43:55 Improve info log length checks Extend the info log length checks to shader_utils used by tests, and treat info log with length 1 as empty, since it can only include the null terminator. At least the Intel GL driver may generate "\0" as info log in some situations, for example when compiling a user-defined function with 50000 parameters. BUG=angleproject:1323 Change-Id: I00f2965539ec235cb949c80c2a9e1d063d32fa15 Reviewed-on: https://chromium-review.googlesource.com/331461 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Corentin Wallez 01ad6445 2016-03-03T13:53:45 Program/ShaderGL: handle empty info logs The GL driver can sometimes have an empty info log and return an info log length of 0. This would cause a vector to be initialized with a length of 0 just before it's .data() pointer was used, causing a segfault. BUG=angleproject:1323 Change-Id: Iaf9b569ec64a90c714a213562e427fb7cc8daa6b Reviewed-on: https://chromium-review.googlesource.com/330197 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang d470f472 2015-10-20T13:34:25 Don't ASSERT shader compilation success in ShaderGL. This assertion was useful for debugging the initial implementation but it is becoming an issue in tryjobs where tests will hang instead of fail due to driver bugs. BUG=angleproject:882 Change-Id: Ib23a0d16dfe250ea175a166b5e277bf07d80a2fa Reviewed-on: https://chromium-review.googlesource.com/307460 Tryjob-Request: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill d2c52e3b 2015-10-14T17:07:05 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>
Corentin Wallez d4b5054d 2015-09-28T12:19:26 compiler: Rewrite do-while loops as while loops This works around a Mac driver shader compiler bug that makes many do-while loops cause GPU-hangs when ran. BUG=angleproject:891 Change-Id: I29828d6ea9e887ad0ed0c577f1deb41fb632a900 Reviewed-on: https://chromium-review.googlesource.com/302465 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 006cbc5b 2015-09-23T16:47:54 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>
Jamie Madill 91445bce 2015-09-23T16:47:53 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>
Jamie Madill 046e53e3 2015-09-23T16:47:52 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>
Jamie Madill 83f349ea 2015-09-23T09:50:36 Remove CompilerImpl and merge code to gl::Compiler. This class uses no Impl-specific code. We can also do a similar code relocation for the gl::Shader class, but in several steps because it is a bit more complex. BUG=angleproject:1159 Change-Id: I4d3ce3253df0a2bdee1d98e46cfd4b999d86be6e Reviewed-on: https://chromium-review.googlesource.com/299874 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4cff2477 2015-08-21T16:53:18 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>
Jamie Madill 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>
Geoff Lang 6db25f15 2015-05-27T15:15:41 Always init gl_Position in vertex shaders in ShaderGL. Fixes: * conformance/glsl/misc/empty_main.vert.html * conformance/glsl/misc/gl_position_unset.vert.html BUG=angleproject:882 Change-Id: I92a465b58f319b14e4f697d9bb5b45427a6247c0 Reviewed-on: https://chromium-review.googlesource.com/273548 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 295ed4c4 2015-02-20T09:58:25 Implement ShaderGL. BUG=angle:882 Change-Id: I1a8c7b551b308c9362e56ce564ebde7d579c05a3 Reviewed-on: https://chromium-review.googlesource.com/251541 Reviewed-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang f9a6f084 2015-01-22T13:32:49 Add GL and WGL renderer stubs. BUG=angle:890 Change-Id: I64f2a72b4a350f95acc2ca7080fea1a308422ca4 Reviewed-on: https://chromium-review.googlesource.com/242573 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>