src/libANGLE/renderer/d3d/ProgramD3D.h


Log

Author Commit Date CI Message
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 e96e919f 2023-04-24T00:00:00 D3D11: Implement multisampling shader extensions * OES_sample_variables * OES_shader_multisample_interpolation Bug: angleproject:8097 Bug: angleproject:8131 Change-Id: I8ea81725d30ab3a5db6254b897fe72dbe88739d9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4484164 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Alexey Knyazev 997c4c7b 2023-03-21T00:00:00 D3D11: Implement EXT_conservative_depth Drive-by: * Hid the extension from ES 2.0 client contexts. Bug: angleproject:8046 Change-Id: I8bca4161dde4bda7ee75541b9164777884900d89 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4366784 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Alexey Knyazev 91a5635a 2022-12-16T00:00:00 Support arbitrary clip and cull distance array sizes Removed limitSimultaneousClipAndCullDistanceUsage cap. Enhanced HLSL translator to support all valid combinations of clip and cull distances. Validate that these arrays are sized explicitly or by using only constant indices; adjusted link program error message. Enhanced tests to cover all possible combinations of implicit and explicit array sizes for both built-ins. Bug: angleproject:4452 Change-Id: I704db6dc3c8951e5ba482a3e4dad09e5b0182f9c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4111645 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Charlie Lao b19d17b8 2022-12-09T14:38:08 Vulkan: Split Serial class into UniqueSerial and Serial This CL splits Serial class into two classes: UniqueSerial and Serial. UniqueSerial supports the object unique serial usage where there is == and != operator but no > or < comparison. UniqueSerial can have invalid value, but Serial will not have invalid value (in next CL). The main reason is for next CL we can further optimize out the invalid value check in the QueueSerial comparison. Bug: b/262047600 Change-Id: Ieaed2a0d5546b012a6d63aa18b6006595e4aee1b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4093557 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
Alexey Knyazev 805e00b8 2022-10-27T00:00:00 D3D11: Add clip and cull distance support Added gl_ClipDistance and gl_CullDistance support to HLSL translator. Added enabled clip distance GL state emulation. Added limitSimultaneousClipAndCullDistanceUsage limitation. Expanded and optimized related end2end tests. Bug: angleproject:4452 Change-Id: Id66312505254ceff43d5258d486ddcdb0462db47 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3990944 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Eddie Hatfield 2ebd5100 2022-08-11T10:43:32 Add gl::Context as a parameter to Shader::resolveCompile This prepares us to access the Context's shader cache in resolveCompile in the next commit. Bug: angleproject:7036 Change-Id: I7995c54b290a5a48f0c8985cb56ea0048598ab2f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3827642 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: 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>
Stephen White 6e130d2b 2022-04-19T11:35:46 D3D: fix SSBOs used in vertex shaders. Use the total number of pixel shader outputs as the base UAV register for vertex and pixel shaders. This is less fragile than making the vertex shader depend on the number of draw-time pixel shader outputs. Add a test that exercises SSBOs in vertex shaders, varying the number of draw-time pixel shader outputs (which should have no effect on register assignment). Bug: angleproject:7156 Change-Id: I5801d59299275ea6d2569456d53c230e7e8ee5a9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3579501 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Shahbaz Youssefi eeb39653 2022-04-08T16:09:48 Autogenerate features Features are now specified in a json file and autogenerated. This is in preparation for more autogeneration to support feature override in tests. This change doesn't yet fix the issues in anglebug.com/6435 and should be a no-op. Bug: angleproject:6435 Change-Id: Icdb63a94dc37b5fef0a356e0fc0b49937e083c8a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3579941 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Stephen White 6803a2d0 2022-04-01T16:52:49 D3D11: implement SSBOs in pixel and vertex shaders. Since the 'u' register space for UAVs in pixel shaders is shared with render targets, and the number of render targets may vary depending on GL state, this required deferring register allocation until draw-time output in DynamicHLSL. Since non-compute shaders aren't able to immediately output the SSBO declaration, initial register allocation was broken out from ResourcesHLSL::shaderStorageBlocksHeader() into ResourcesHLSL::allocateShaderStorageBlockRegisters() with the former only called for compute shaders. These initial allocations are offset by the number of RTs at draw time. Since Raw UAVs may now be created at draw time for non-compute shaders, call markRawBufferUsage() from the Renderer11::draw*() entry points as it is from dispatchCompute*(). Bug: angleproject:7156 Change-Id: I6ab65af1ff36df0313e3c1f8f79661b1547ab9a2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3565562 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White 361874bb 2022-03-24T15:38:56 D3D: generalize more stuff (mImages, mReadonlyImages). Bug: angleproject:7121 Change-Id: I39e7df1e9aed84c225c8877a3d16ca3c44f70990 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550543 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White cfee4070 2022-03-24T15:21:22 D3D: generalize Image2D, ReadonlyImage2D and AtomicCounter. Mapify them so they can handle all shader types. Bug: angleproject:7121 Change-Id: Ia80d46200bf30509e1484f1e198e1edfe6344207 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550542 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White c399c693 2022-03-24T14:10:57 D3D: more generalization: cached Image2DBindLayouts. Bug: angleproject:7121 Change-Id: I5cead9f7e70cfb9ebea807b886ba849948a2ec47 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550541 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White f2e7a235 2022-03-25T10:00:11 D3D: generalize the Image2DBindLayoutCache to be per-shader. Bug: angleproject:7121 Change-Id: I3b5243583ac11a0fc96c4b9271118a8fd7ee4f66 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550540 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Stephen White 4e939ac6 2022-03-25T09:58:52 D3D: generalize mImage2DUniforms. Mapify this variable so it can accommodate other shader types. Bug: angleproject:7121 Change-Id: If6893a5fceaf50db87c42176c58319ce17d23d54 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3550539 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Jamie Madill 716b2cba 2021-03-12T14:46:53 Use bitset masks for active shader buffers. This switches the tracking for the uniform, shader storage, and atomic counter buffers to use bitset masks to determine where there are active buffers. This will make iterating these buffer sets faster. Also renames the limit for atomic counter buffers to be consistent with the other buffer types. Also applies the implementation limit to atomic counter buffer bindings. This fixes out-of-bounds access on some Linux platforms that expose a large number of bindings. Bug: angleproject:5736 Change-Id: Ice801645697592d1dda6aebf0cb69767594cc0c5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2757509 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
Doug Horn 580961fb 2021-02-02T10:27:48 Micro-optimizations for setUniform* This CL improves the setUniform* call for the case where the niform component size is 4. In that case, we can issue a single memcpy. This reduces the average wall time of setUniform4fv in our test app by ~20%. Test: Run the dEQP shader tests. Bug: b/179160884 Change-Id: I9352f6188bc87449719aac522d1a2323adf7fca5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2667592 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Doug Horn <doughorn@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>
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 7e0699a2 2020-02-05T17:04:06 Create the ProgramExecutable Class The ProgramExecutable class is being created to collect data structures that are common to both Programs and ProgramPipelines, as well as any shared functions. This allows callers to request the current ProgramExecutable from the State and make Program-/ProgramPipeline-specific queries without needing to know exactly which responded. This will also allow the necessary data structures to only be populated and stored within the ProgramExecutable when necessary and reused as often as necessary. Bug: angleproject:3570 Change-Id: I101f08ab03421894667b4a426a04d2147489f0e1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2040512 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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>
Xinghua Cao 0af8b596 2019-09-03T16:24:45 D3D11: Translate uniform blocks to StructuredBuffer when necessary fxc exhibits slow compile performance with dynamic cbuffer indexing. So when a uniform block contains only one large array member, which is an array of structures, translate this uniform block to a StructuredBuffer instead. Bug: angleproject:3682 TEST=angle_end2end_tests.UniformBufferTest.* Change-Id: Ife80dba8aae65b761737e095895e00a570230f88 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1782046 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Tim Van Patten 90a58622 2019-09-04T15:39:58 Refactor ShaderVariable to Remove Specializations The following structs are being refactored and moved into the parent struct ShaderVariable: VariableWithLocation Uniform Attribute OutputVariable InterfaceBlockField Varying Bug: angleproject:3899 Test: CQ Change-Id: I389eb3ab4ed44a360e09fca75ecc78d64a277f83 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1785877 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>
Stuart Morgan 9d737966 2019-08-14T12:25:12 Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Clemen Deng f2412bca 2019-07-16T15:47:34 Get rendering to texture working Other small fixes for desktop compatibility Bug: angleproject:3620 Change-Id: I8e75bce1f850fb891c8bb6e16f79302a6d59276c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707932 Commit-Queue: Clemen Deng <clemendeng@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Anders Leino 1245f078 2019-06-25T13:51:29 Use D3D11 GetDimensions driver workaround for dynamic images Some NVIDIA D3D11 drivers are buggy and interprets the level passed to GetDimensions as being relative to 0, rather than the SRV's MostDetailedMip. This affects the implementation of the imageSize function in the D3D11 backend. Bug: angleproject:3100 Change-Id: I1e48f5df5e40caf49a4d07662aec587e98cf8388 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1677206 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@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>
Geoff Lang 44462cd6 2019-05-27T17:12:21 D3D: Use the ProgramD3D::GetExecutableTask context for loading program binaries ProgramD3D::GetExecutableTask is a d3d::Context type itself so that errors can be recorded in a thread-safe maner. Use the task context when loading program binaries in ProgramD3D. Fix up incorrect casts in RendererD3D::loadExecutable in both D3D9 and D3D11 backends to stop incorrectly assuming the context type. BUG=962439 Change-Id: I5b29372a7254f709e1bbb67ee322ef4109f73e48 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1630294 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Shahbaz Youssefi 216f73d0 2019-04-12T13:32:30 Vulkan: add uniform buffer object support Support for layout qualifiers in interface blocks are added. All interface blocks are adjusted to either be in std140 or std430. In the Vulkan backend, a new descriptor set is added for UBOs. A dirty bit is added for UBO updating and pipeline layouts and descriptor bindings are updated. Bug: angleproject:3199, angleproject:3220 Change-Id: I271fc34ac2e1e8b76dee75e54a7cff0fe15fe4ee Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1565061 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Lee Salzman 8ba78da0 2019-04-30T23:42:31 add support for EXT_blend_func_extended to D3D11 Change-Id: Id66868851a490d0a68a7e76280720825c4844a45 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1591192 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
jchen10 89899748 2019-01-16T08:32:25 ParallelCompile: D3D compute This parallelizes the compiling and linking for compute shaders on the D3D backend. Bug: chromium:849576 Change-Id: Idd6b418cb9c2448209c15eab2756599f8ff7af4c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1415725 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Jonah Ryan-Davis eaf56133 2019-03-13T12:56:49 gl_VertexID is incorrect if offset argument to glDrawArrays is non-zero On D3D the vertex ID is always indexed from 0, unlike GL. The D3D backend had assumed the wrong behavior. This forwards the true offset to D3D by using the ConstantsBuffer. Bug: angleproject:3090 Change-Id: Ia19e3490503c97541af14979b75af0c94c67ab6b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1520988 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang e332e621 2019-02-14T12:53:04 D3D: Asynchronously load program binaries. Unpack as much of the binary steam as possible before passing the final loading of the shader programs off to a worker thread. Reporting as many possible link errors before becoming asynchronous means that linking should only fail due to unexpected system issues at that point. This also allows other backends to asynchronously load program binaries. BUG=angleproject:2857 Change-Id: I587917a3e54522114dabd41d1b14fc491c8fd18a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1473451 Commit-Queue: Jamie Madill <jmadill@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Enrico Galli c1c9fb1b 2018-10-18T11:41:50 ES31: Add atomic counter buffer support to D3D11 renderer Adds support for atomic counters to the D3D11 renderer using UAV. Bug: angleproject:1729 Test: angle_end2end_tests Change-Id: I2904ba62644685b7d91f7475bd80a81ae414993b Reviewed-on: https://chromium-review.googlesource.com/c/1451259 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jeff Gilbert 465d6090 2019-01-02T16:21:18 Add GL_ANGLE_provoking_vertex on D3D11 and GL. This extension is a subset of GL_ARB_provoking_vertex without the QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION query. Bug: angleproject:2829 Change-Id: I907a4d16b7b13d3bbfb948842091eedd7b6a8b77 Reviewed-on: https://chromium-review.googlesource.com/c/1410289 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ab2bfa81 2019-01-15T19:06:47 Enable Chromium clang style plugin for libANGLE. This fixes a few style warnings: * auto should not deduce to raw pointer type * inlined virtual methods are not allowed * non-trivial constructors and destructors should be explicit * inlined non-trivial constructors should not be in-class * missing override keywords Bug: angleproject:3069 Change-Id: I3b3e55683691da3ebf6da06a5d3c729c71b6ee53 Reviewed-on: https://chromium-review.googlesource.com/c/1407640 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Xinghua Cao f3179a6a 2018-07-12T16:22:06 ES31: Implement bindImageTexture binds a single layer on D3D backend Dynamically generate image2D variables' declaration and function definition in libANGLE. Bug: angleproject:1987 TEST=angle_end2end_tests.ComputeShaderTest.* Change-Id: Idacc756f7bd15f22eccb1d689e18e997f3e74159 Reviewed-on: https://chromium-review.googlesource.com/c/1142885 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Enrico Galli a3b2e71f 2018-12-08T16:46:48 ES31: Support for GL_BUFFER_DATA_SIZE on GL_ATOMIC_COUNTER_BUFFER in D3D This commit adds support for querying the GL_BUFFER_DATA_SIZE of GL_ATOMIC_COUNTER_BUFFER in the D3D renderer. Bug: angleproject:1729 Test: angle_end2end_tests Change-Id: Id6aae0d92c5e0960b2b245ba7d83970b04ba4eed Reviewed-on: https://chromium-review.googlesource.com/c/1399143 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c3dc5d48 2018-12-30T12:12:04 Merge gl::Context and gl::ContextState. This reduces the number of indrections when accessing the Extensions or Caps structures. It will provide a small speed-up to some methods. It also cleans up the code. Bug: angleproject:2966 Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685 Reviewed-on: https://chromium-review.googlesource.com/c/1392391 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
Jamie Madill 8c78ce4b 2018-12-16T19:14:58 Use visitor pattern for Shader Variable APIs. In many places in ANGLE we need to traverse a ShaderVariable tree. We do this to store uniform offset and other information, to flatten the tree of uniforms for the front-end, or to produce active variable lists for uniform and shader storage blocks. In each case, we would write separate tree traversal code. This patch introduces a shared visitor pattern for all of the shader variable tree traversal instances. With that get more common code. Also it is easier to write new variable traversals. ProgramD3D and ProgramLinkedResources in particular get nice simplificiations. The visitor object recieves callbacks from the traversal when entering structs, array elements, and new variables. The visitor can treat these differently depending on the use case. A common visitor that constructs full variable names is used as a base class in several places. Also moves the 'isRowMajorLayout' from sh::InterfaceBlockField to sh::ShaderVariable. This allows us to forgo using templates in several call sites. Bug: angleproject:3024 Change-Id: I472d81ec775e2eee92fb3d2eb0ca83860221ba2e Reviewed-on: https://chromium-review.googlesource.com/c/1358722 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@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>
Jamie Madill 785e8a0b 2018-10-04T17:42:00 Remove gl::LinkResult. Instead of returning a small struct from LinkProgram calls we use angle::Result. Linking can have 3 cases: - the link was successful -> angle::Result::Continue - the link failed -> angle::Result::Incomplete - there was an internal error -> angle::Result::Stop Note that any unexpected Incomplete is still an error. Each function that accepts Incomplete must check explicitly. This is the last user of ErrorOrResult. Bug: angleproject:2491 Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497 Reviewed-on: https://chromium-review.googlesource.com/c/1255645 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@google.com>
Qin Jiajia a602f906 2018-09-11T14:40:24 ES31: Support shader storage buffer in D3D-API side. Bug: angleproject:1951 Test: angle_end2end_tests Change-Id: I0d8a4f8cf00fc7fd2d85315138e2b7457fd0b90c Reviewed-on: https://chromium-review.googlesource.com/1242846 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 6dfdca83 2018-08-03T17:10:55 ES31: support compute shader sampling on D3D backend BUG=angleproject:2756 TEST=angle_end2end_tests.ComputeShaderTest.SamplingAndImageReadWrite/ES3_1_D3D11 Change-Id: I8f112227c5703fcaafffbd2262e6a039f869c483 Reviewed-on: https://chromium-review.googlesource.com/1161754 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 70aeda49 2018-08-20T12:17:40 Add gl::Program::syncState and dirty bits. Currently this handles uniform block bindings. Cleans up some logic in D3D. Bug: angleproject:2747 Change-Id: I8c2989738d50a77d6f6d90a9ff11dceab6d3129c Reviewed-on: https://chromium-review.googlesource.com/1172085 Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@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>
jchen10 7ae70d8f 2018-07-06T13:47:01 ParallelCompile: Parallelize D3D linking This adds a new linking state to Program. If a Program is in linking state, on the one hand the foreground thread may continue issuing more GL calls, and on the other hand the background linking threads may be accessing Program internally too. Without a proper constraint there must be conflicts between them. For this purpose, we block any further GL calls to Program until it's actually linked. In addition, we prohibit parallel linking an active program, so that ProgramD3D does not have to worry about such similar conflicts. Also changes the WorkerThread to support limiting the number of concurrently running worker threads. BUG=chromium:849576 Change-Id: I52618647539323f8bf27201320bdf7301c4982e6 Reviewed-on: https://chromium-review.googlesource.com/1127495 Commit-Queue: Jie A Chen <jie.a.chen@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill ec1fe5b7 2018-08-10T10:05:52 D3D: Use angle::Result error pattern. This completes the refactor for the D3D9/D3D11 back-ends. Bug: angleproject:2752 Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b Reviewed-on: https://chromium-review.googlesource.com/1167209 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b1565903 2018-07-27T08:12:48 D3D: Pass gl::Context to many more functions. This makes the Context more available for logging errors. Also includes more refactoring to VertexDataManager to ensure we can access the gl::Context. Bug: angleproject:2738 Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4 Reviewed-on: https://chromium-review.googlesource.com/1151449 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jiawei Shao a914f7ff 2018-06-08T10:07:41 Use ShaderMap in Statemanager11 - Part II This patch is the last patch of storing shader resources into ShaderMap in Statemanager11. This patch also splits several large functions into smaller one to make the code structure clearer. BUG=angleproject:2169 Change-Id: Id6d89976de0376b2479bd11d7551fc6f5b521c13 Reviewed-on: https://chromium-review.googlesource.com/1092511 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Jamie Madill 6b600645 2018-05-31T14:53:31 D3D11: Micro-optimize StateManager11::updateState. This inlines several accessors. Bug: angleproject:2574 Change-Id: I61d223dd2a8f08e5331ccefde02e6ce55f5a607d Reviewed-on: https://chromium-review.googlesource.com/1067118 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4166f014 2018-05-31T14:53:30 D3D11: Optimize Renderer11::drawArrays. Uses inlining and more efficient computation re-use to streamline this function. Bug: angleproject:2575 Change-Id: Ib13e32811f56ec9a010ed66f298d4235e5c6807d Reviewed-on: https://chromium-review.googlesource.com/1067120 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Luc Ferron 46bcea50 2018-05-31T09:48:36 D3D,Vulkan: Prep work to share useful functions from D3D - Refactor and move some functions used by D3D that are not really renderer specific to be used by the Vulkan implementation to support setting matx uniforms. Bug: angleproject:2581 Change-Id: Ib37ddf4fc62bb8ecb3629893a24969e1f515795b Reviewed-on: https://chromium-review.googlesource.com/1079845 Commit-Queue: Luc Ferron <lucferron@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 04796cda 2018-05-24T19:52:16 Remove gl::PrimitiveType. This replaces the usages with gl::PrimitiveMode. Also replaces the ProgramD3D Geometry Shader executable storage with a PackedEnumMap. Bug: angleproject:2574 Change-Id: I476dd2ba92d6267b9ea2bb9a37ee15fb6a91e627 Reviewed-on: https://chromium-review.googlesource.com/1067115 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 493f9571 2018-05-24T19:52:15 Add PrimitiveMode packed GLenum. Bug: angleproject:2574 Change-Id: I3d7bd7ca0d69a364a611dc04799ea34906fc4a6c Reviewed-on: https://chromium-review.googlesource.com/1067114 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jiawei Shao 467c15f9 2018-04-24T15:04:26 Use ShaderMap in ProgramD3D - Part II This patch refactors ProgramD3D by storing all shader information into ShaderMap to simplify the code structure. This patch also fixes a bug on getting the number of maximum uniform blocks. BUG=angleproject:2169 Change-Id: I5b9fbfd70a18f8731ce19efed0df88037d495389 Reviewed-on: https://chromium-review.googlesource.com/1024749 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jiawei Shao af2b33be 2018-04-19T10:01:52 Use ShaderMap in ProgramD3D - Part I This patch is the first part of using ShaderMap to contain shader information in ProgramD3D, including the refactoring on struct D3DUniform, D3DUniformBlock and ProgramD3DMetadata. In the next patch all shader information in class ProgramD3D will be organized in the form of ShaderMap. BUG=angleproject:2169 Change-Id: I27008169dbf6cd8017a67f36f474667feddbd1f6 Reviewed-on: https://chromium-review.googlesource.com/1018728 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jiawei Shao 3dd8d291 2018-03-30T09:39:09 Use ShaderBitSet for active use bits on uniforms BUG=angleproject:2169 Change-Id: I192c2e3c453540c8a6d7b0d066218ea3c9fbaab2 Reviewed-on: https://chromium-review.googlesource.com/989411 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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 107c7247 2018-03-20T15:45:35 ShaderVariable: separate fields for staticUse and active Thus far the compiler has used the "staticUse" flag to mark variables that should have rather been marked "active", meaning that the code may actually execute in a way that accesses the variable. There's a clear definition for this use of the term "active" in the GLES 3.0.5 spec, section 2.12.6, and in GLES 3.1 section 7.3.1. Having separate fields for recording static use and "activeness" of a variable is the first step to fixing this. According to the spec, usually only active resources should be considered when checking use against max limits. Also, only active uniforms get assigned a location. libANGLE code now correctly checks the active flag rather than the static use flag in these cases. The static use field still mirrors the active field for now, since some code in Chromium also needs to be fixed to use the active field correctly before the two can diverge. After Chromium is fixed, we can fix ANGLE so that static use information is recorded earlier during compilation and will accurately reflect whether variables are statically used. Currently the compiler only records variables once some static use may already have been pruned from the AST. BUG=angleproject:2262 TEST=angle_unittests, angle_end2end_tests Change-Id: I025bb71361246ae00c911a1f8b66ec045f665f29 Reviewed-on: https://chromium-review.googlesource.com/970962 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Corentin Wallez f0e89be6 2017-11-08T14:00:32 Use packed enums for the texture types and targets, part 1 In OpenGL there are two enum "sets" used by the API that are very similar: texture types (or bind point) and texture targets. They only differ in that texture types have GL_TEXTURE_CUBEMAP and target have GL_TEXTURE_CUBEMAP_[POSITIVE|NEGATIVE]_[X|Y|Z]. This is a problem because in ANGLE we use GLenum to pass around both types of data, making it difficult to know which of type and target a variable is. In addition these enums are placed somewhat randomly in the space of OpenGL enums, making it slow to have a mapping from texture types to some data. Such a mapping is in hot-code with gl::State::mTextures. This commit stack makes the texture types and target enums be translated to internal packed enums right at the OpenGL entry point and used throughout ANGLE to have type safety and performance gains. This is the first of two commit which does the refactor for all of the validation and stops inside gl::Context. This was the best place to split patches without having many conversions from packed enums to GL enums. BUG=angleproject:2169 Change-Id: Ib43da7e71c253bd9fe210fb0ec0de61bc286e6d3 Reviewed-on: https://chromium-review.googlesource.com/758835 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 26143fdd 2017-11-01T18:19:05 ES31: Support bindImageTexture on Texture2D for compute shaders on D3D BUG=angleproject:1987 TEST=angle_end2end_tests Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1 Reviewed-on: https://chromium-review.googlesource.com/749004 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 37584b36 2017-12-01T11:04:03 Refactor: replace SamplerType with ShaderType BUG=angleproject:1987 Change-Id: I189e1606bd966eb369e8192a6866c8e90810e937 Reviewed-on: https://chromium-review.googlesource.com/802956 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 465835d6 2017-09-26T13:34:10 Support arrays of arrays in the API The ShaderVariable class that is used as an interface between the compiler and the rest of the code gets arrays of arrays support. Array of array variables are passed from the compiler just like any other variables. However, when stored in Program state each innermost array constitutes a separate variable. This is done to make the implementation match the GLES specification for program interface query APIs. This will be tested more fully once support for parsing arrays of arrays lands in the compiler. TEST=angle_end2end_tests, angle_unittests BUG=angleproject:2125 Change-Id: I0f7159000f039be92a87a52b3b68cd9a215a21cb Reviewed-on: https://chromium-review.googlesource.com/684742 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill acf2f3ad 2017-11-21T19:22:44 Apply Chromium style fixes. This addresses several minor code quality issues that are validated in Chromium, but not yet applied to ANGLE: * constructors and destructors must be defined out-of-line * auto is not allowed for simple pointer types * use override everywhere instead of virtual * virtual functions must also be defined out-of-line Slightly reduces binary size for me (~2k on Win, 150k on Linux). Bug: angleproject:1569 Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6 Reviewed-on: https://chromium-review.googlesource.com/779959 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 6db1c2e8 2017-11-08T09:17:40 Link interface blocks in ProgramImpl::link. This allows the back-end to have access to the interface block info in the link operation, and also allows the interface block info to have direct access to the post-link Impl information. BUG=angleproject:2208 Change-Id: Ib2bfb3c9155eee715bd3d29de1c3fdd67b16eed4 Reviewed-on: https://chromium-review.googlesource.com/753521 Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill c9727f31 2017-11-07T12:37:07 Pass InterfaceBlockLinker to ProgramImpl::link. This change is in preparation for moving the linking logic to the Implementation. Introduces a ProgramLinkedResources class that is passed into the Impl and holds linking-related info such as the UBOs, Varyings, etc. BUG=angleproject:2208 Change-Id: I2ef0824b54bfb462c79d003bffe34e9cfad60d8a Reviewed-on: https://chromium-review.googlesource.com/746204 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho d255123c 2017-10-26T20:03:33 Store shader interface variables as per query spec GLES 3.1 section 7.3.1.1 specifies how active variable entries should be generated and how active variables are named. The specs for program interface variable queries are built on top of this section. ANGLE has already followed this spec for the most part for generating variable lists in ProgramState, but now we also follow the naming spec for arrays and include [0] at the end of the stored name. This will make implementing arrays of arrays more straightforward. Most logic for variable queries will just keep working as is when arrays of arrays are added instead of needing more complex logic for handling array indexing. BUG=angleproject:2125 TEST=angle_end2end_tests Change-Id: I3acd14253153e10bc312114b0303065da2efb506 Reviewed-on: https://chromium-review.googlesource.com/739826 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Ben Wagner 211bff3f 2017-10-10T23:53:20 Enable inconsistent-missing-override for Clang Fix the resulting compile errors. No-Try: true Change-Id: I88e74f240b29ecf7b3883b0c5880dcb871e4c3cd Reviewed-on: https://chromium-review.googlesource.com/710415 Commit-Queue: Ben Wagner <benjaminwagner@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 80823cc8 2017-09-14T15:46:21 D3D: Add memcmp filtering for matrix uniforms. This was already implemented, it simply hooks it up to the rest of the code. Could improve performance on some badly behaved benchmarks. BUG=angleproject:1390 Change-Id: I539df611d51ca085712fa8022bf8a7c1990afc65 Reviewed-on: https://chromium-review.googlesource.com/663896 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 4148fd74 2017-09-14T15:46:20 Add separate dirty bits for Pixel and Fragment uniforms. Also use a single UpdateSubresource call to update the buffer. Should improve performance on some benchmarks. BUG=angleproject:1390 Change-Id: I70d54d86d3d3beb0e2caee86338ee03081070ac8 Reviewed-on: https://chromium-review.googlesource.com/663895 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c9fed8dd 2017-09-12T15:23:00 D3D11: Move TF state management to StateManager11. This also changes the dirty TF object to use a Serial, which is more secure for very edge-care reallocation issues. It also moves the StateManager11::updateState call to be the very first thing that happens in a draw call. This prepares the back-end for making the state sync actually happen in Context11::syncState, instead of inside the draw call. Also moves a bit more TF management code out of RendererD3D and Renderer9. BUG=angleproject:2052 Change-Id: I93d033a07be2049023111975a31637c53893e8c8 Reviewed-on: https://chromium-review.googlesource.com/659229 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill d63961d0 2017-09-12T15:22:57 D3D11: Move Constant Buffer state to StateManager11. Also moves the logic of the constant buffer sync to StateManager11. Removes a few of the remaining virtual methods in RendererD3D. BUG=angleproject:1390 BUG=angleproject:2052 Change-Id: Ia6c1c3949fff84323331510d80bbfb6e1665d294 Reviewed-on: https://chromium-review.googlesource.com/659226 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 9d815378 2017-09-09T23:32:54 D3D: Refactor driver uniform application. This is a preparation for more dirty bits. It moves the driver constant buffer application into the state manager, redesigns how the dirtiness is tracked (no more memcmp) and also removes a couple of virtual calls. BUG=angleproject:1390 BUG=angleproject:2052 Change-Id: I41a75c280600ad8ba1f23c721d436214a116422a Reviewed-on: https://chromium-review.googlesource.com/659223 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 33bb7c42 2017-09-09T23:32:51 ProgramD3D: Use more UniformTypeInfo. Instead of storing a type GLenum, store a pointer into the type info table. This makes looking up some values a bit easier. Also includes some micro-optimizations. Improves the score of the uniforms micro-benchmark by about 12.4% on a local Windows 10 machine. BUG=angleproject:1390 Change-Id: I35f7f1c7bb3cf2c62d737b494dc56ff61ea2d1fb Reviewed-on: https://chromium-review.googlesource.com/659221 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 0e7f1736 2017-09-09T23:32:50 D3D: Only scan cached shader executable lists once. Any time we would query ProgramD3D for a particular vertex or pixel shader, we would iterate over all the cached shaders of the program looking for the matching input or output layout signature. This change makes it so we only compute the index of the matching shader once, and subsequent calls will re-use the shader index. This should speed up the draw call benchmarks. Also include a fix to the Serial class that initializes a Serial value to an invalid sentinel value. This ensures that comparing any other Serial (including another invalid serial) to the invalid serial will return not-equals. BUG=angleproject:1155 Change-Id: I7d913bf08d0bedf6155eae0661b2a5fa94565cc9 Reviewed-on: https://chromium-review.googlesource.com/648730 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill af4ffe0a 2017-09-09T23:32:48 D3D11: Implement dirty bits for texture updates. BUG=angleproject:1387 Change-Id: I5f759c3dc60b53a5d4f8a1dd1f4a1d3d5330bfda Reviewed-on: https://chromium-review.googlesource.com/648487 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Martin Radev c1d4e550 2017-08-21T12:01:10 D3D11: Select view in vertex shader View selection can happen in the vertex shader through the optional feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee Reviewed-on: https://chromium-review.googlesource.com/628419 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 134f93d1 2017-08-31T17:11:00 D3D: Small optimizations to uniform updates. Uses more of the type info table for updates. Also special-case clamping when uniform count == 1. Improves the speed of the d3d11 uniform stress test by ~20%. BUG=angleproject:1390 Change-Id: I6707c67db84c94a28b1519b0bbee5d28fe38b189 Reviewed-on: https://chromium-review.googlesource.com/646828 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 561ed3ae 2017-08-31T16:48:09 D3D: Keep a single dirty bit for uniforms. This simplifies uniform management in D3D11. It will also facilitate further optimizations. Improves performance in a uniforms stress test by ~13% on a test machine. (UniformsBenchmark.Run/d3d11_null_400_vec4) BUG=angleproject:1390 Change-Id: Iba2c15d420396aa8fb4e8c451cba2b4dde7b4b77 Reviewed-on: https://chromium-review.googlesource.com/623930 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill be5e2ec3 2017-08-31T13:28:28 Remove uniform memory copy from GL front-end. This moves the uniform query to the back-end. In D3D, this requires a bit more redesign, especially for matrix uniforms. Gives about a 10% speed improvement in the GL/NULL uniforms stress test on Windows (UniformsBenchmark.Run/gl_null_400_vec4). BUG=angleproject:1390 Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94 Reviewed-on: https://chromium-review.googlesource.com/623929 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Olli Etuaho 855d964b 2017-05-17T14:05:06 Prefix user-defined names in GLSL output Now user-defined names are prefixed by _u in GLSL output in case name hashing is not on. Internal names such as names of temporary variables created in AST transformations are written out as such. This makes handling of internal function names and internal variable names consistent. It also removes the possibility of name conflicts between user-defined names and internal names in case name hashing is not on. In the same vein, it makes it safe to use GLSL reserved words that are not reserved in ESSL as variable names in case name hashing is not on. This also makes the GLSL output more consistent with how names are handled in HLSL output. Name hashing code is shared between VariableInfo and OutputGLSLBase to ensure names are handled consistently in both. The name that's used in the shader source for a given interface variable is written out to ShaderVariable::mappedName. An exception needs to be made for identifiers close to the length limit, since adding any prefix would take them over the limit. But they can be just written out as such, since we don't have any builtins or ANGLE internal variables that have as long names and could create a conflict. BUG=angleproject:2139 BUG=angleproject:2038 TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38 Reviewed-on: https://chromium-review.googlesource.com/507647 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 54164b0c 2017-08-28T15:17:37 Add getUniform impl methods. This will let us remove some of the uniform data management code in the GL front-end, and simplify the GL back-end. It will also enable us to implement uniform data more efficiently in the D3D11 back-end, and probably Vulkan back-end later. This also implements a new impl method for the ProgramGL class to flag optimized-out uniforms as no longer used, post-link. This is important because otherwise the optimized uniforms get assigned valid locations, and then the getUniform calls are expected to succeed. We also use a workaround for uniform value queries for the GL back-end. It seems as though some drivers (seen on NVIDIA and AMD) may not properly clamp to the maximum representable integer value when querying out-of-range floating point values. Work around this by always calling the driver with the proper type and then casting the value in ANGLE. BUG=angleproject:1390 Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6 Reviewed-on: https://chromium-review.googlesource.com/616785 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Martin Radev 41ac68e7 2017-06-06T12:16:58 Select viewport index in GS for multi-view instanced rendering The patch extends the OutputHLSL and DynamicHLSL translators to select the viewport index in the geometry shader and propagate the ViewID variable to the fragment shader. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: I9e344a7521e2e1137e6eb38d0bfecea8bece778f Reviewed-on: https://chromium-review.googlesource.com/608967 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 4c19a8a8 2017-07-24T11:46:06 D3D11: Update cached dynamically recompiled programs. This change makes it so that when we need to recompile a program on a draw call, we also update the cache. It also streamlines the internal queries of the dynamic vertex and fragment shaders such that we only update the input and output signatures a single time per draw. This should also facilitate dirty bit implementations for the D3D11 back- end. BUG=angleproject:2116 Change-Id: Iccb0501b700bc894f40a8c68d7f297ff0c8f46bd Reviewed-on: https://chromium-review.googlesource.com/531798 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill a779b610 2017-07-24T11:46:05 Smart caching of VAO input layout. Don't recompute the cached attribute layout for a program if the vertex array info hasn't changed. We can use the Serial class to know when a vertex array has identical state. BUG=angleproject:1156 Change-Id: Ia11f6ac268f63c3299f6d6d80c2866009cb8429c Reviewed-on: https://chromium-review.googlesource.com/529768 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 27a60631 2017-06-30T15:12:01 Re-apply UBO binding workaround on program save. The workaround which was previously defined to only apply on load also seems to affect save on some AMD drivers. BUG=angleproject:1637 BUG=angleproject:1897 Change-Id: Ia01a1420a484f3c2682ce97eaab18baccfb66a50 Reviewed-on: https://chromium-review.googlesource.com/558008 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Corentin Wallez db9e5d31 2017-06-12T12:05:45 D3D11: Only apply attachments that are written by the program This works around a bug in the AMD driver that writes 0's to the first attachment if it isn't written by the pixel shader. BUG=angleproject:2048 Change-Id: I384fd60c0e0a37fbc0fd7b69fe1ec74fe4ffac8f Reviewed-on: https://chromium-review.googlesource.com/531630 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 9cf9e871 2017-06-05T12:59:25 Move LinkResult to the gl:: namespace. This is a derived type from gl::Error so makes sense to be there. Also makes it more accessible than in ProgramImpl.h BUG=angleproject:1897 Change-Id: Id41b13e5a072745d8c361057f5bef8f152e0452b Reviewed-on: https://chromium-review.googlesource.com/522872 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 83418fb1 2017-06-05T12:59:24 Don't allow for error in ProgramImpl::save. Refactoring cleanup patch only. BUG=angleproject:1897 Change-Id: I6d12de5dab16ead9684886a1cf15b570e3c98156 Reviewed-on: https://chromium-review.googlesource.com/522871 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill bd044ed8 2017-06-05T12:59:21 Defer shader compiles when possible. When using the program binary memory cache inside ANGLE, this will give a potential fast path. If the user doesn't query the shader compile status or info log before calling LinkProgram, then we can check the program cache before translating the program, and if it finds a hit, we don't even need to call the translator. To preserve the shader settings at compile time, a reference to the current shader translator is kept in a binding pointer on the call to compile. This mirrors a similar implementation in Chromium's command buffer. Also the compile options and source are cached at compile to preserve the correct shader state. BUG=angleproject:1897 Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212 Reviewed-on: https://chromium-review.googlesource.com/517379 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c564c070 2017-06-01T12:45:42 Pass gl::Context to impl methods instead of ContextImpl. In some cases we might have to call back into the GL layer, passing the Context, and if we just have a ContextImpl pointer this isn't possible. It also removes the need for SafeGetImpl. BUG=angleproject:2044 Change-Id: I6363e84b25648c992c25779d4c43f795aa2866d6 Reviewed-on: https://chromium-review.googlesource.com/516835 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill bdc1e2a2 2017-05-24T14:40:27 D3D11: Consolidate Buffer allocation. We now allocate and release all buffer resources from a single place, allowing us to allocate junk memory, clear on init, and track the currently allocated buffer memory. BUG=angleproject:2034 Change-Id: Id60b63a7f77bc369dfc494a7587ab06c8d34a8e2 Reviewed-on: https://chromium-review.googlesource.com/503253 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 73badc07 2017-03-29T19:14:53 ES31: Implement glDispatchCompute for D3D backend BUG=angleproject:1955 TESTCASE=angle_end2end_tests Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf Reviewed-on: https://chromium-review.googlesource.com/462067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Frank Henigman aa7203ef 2017-05-03T23:32:29 Inherit privately from angle::NonCopyable. Make all inheritance from angle::NonCopyable private so the compiler complains about this (admittedly unlikely) code: class Foo: angle::NonCopyable { virtual ~Foo() { ... } }; angle::NonCopyable *p = new Foo; delete p; In the above code ~Foo() is not called, only ~NonCopyable(), because the latter is not virtual. Making it virtual would add overhead to all derived classes which don't already have a virtual method. Also tighten access in NonCopyable, because we can. BUG=angleproject:2026 Change-Id: Id0dc4d959cfb7bb82cf49382118129abb1d3a4f0 Reviewed-on: https://chromium-review.googlesource.com/495352 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
Yunchao He 61afff14 2017-03-14T15:34:03 ES31: Add PROGRAM_SEPARABLE to ProgramParameter and GetProgram BUG=angleproject:1939 TEST=angle_end2end_tests Change-Id: I97ad11360f7c015947a2c0cc7d4a47f994726834 Reviewed-on: https://chromium-review.googlesource.com/454264 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 8ecf7f9b 2017-01-13T17:29:52 Vulkan: Implement shader compilation. This hooks up the Vulkan GLSL, decorated with locations, to glslang, and then pipes the SPIRV back to the Program implementation for later use when making pipelines to run draw calls. The program compilation tests work now, but don't really test anything other than not generating Vulkan validation layer errors during compilation and shader object generation. BUG=angleproject:1576 Change-Id: I625e42219f4b4d1433dd3109b94e1a2f666ba4bd Reviewed-on: https://chromium-review.googlesource.com/408519 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Xinghua Cao b123938d 2016-12-13T15:07:05 D3D11: Add support to compile and link compute shaders This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1. BUG=angleproject:1442 TEST=angle_end2end_tests Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a Reviewed-on: https://chromium-review.googlesource.com/430199 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 417df92f 2017-01-12T09:23:07 Revert "D3D11: Add support to compile and link compute shaders." Fails https://build.chromium.org/p/chromium.gpu.fyi/builders/Linux%20Debug%20%28New%20Intel%29/builds/5769 BUG=angleproject:1442 This reverts commit 2cd9d7e032fb412b539a907c58342060340387a1. Change-Id: Ic1610d20ba0449b423528fa9840aa951c012cf84 Reviewed-on: https://chromium-review.googlesource.com/427229 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>