|
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>
|
|
c9bc33cf
|
2019-03-04T17:31:05
|
|
Disable the initialization of shared memory
This patch disables the initialization of shared memory for d3d backend.
The initialization of shared memory is very slow and may produce
incorrect behavior for some compute shaders on d3d backend.
Bug: angleproject:3226
Change-Id: I41f0f061a5611c52af7667f23938fa48819906b5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1498385
Reviewed-by: Jamie Madill (use @chromium please) <jmadill@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
0f34f3f2
|
2019-03-11T10:18:57
|
|
Use auto_script in run_code_generation.
Cleans up the generator scripts to prepare for listing outputs in the
generated hashes file. Also reorganizes the scripts somewhat to make
them a bit more maintainable.
Bug: angleproject:3227
Change-Id: If40946c2004941d3f6cd51d5521c7db8cc0b52df
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1512052
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f563fdc9
|
2019-01-31T13:53:59
|
|
Reland "Fix unit test for setting locale creating malformed HLSL shader code
Fix malformed HLSL shader code in other locales than classic"
This is a reland of 5f662c0042703344eb0eef6d1c123e902e3aefbf
Original change's description:
> Fix unit test for setting locale creating malformed HLSL shader code
> Fix malformed HLSL shader code in other locales than classic
>
> Bug: angleproject:1433
> Change-Id: I30bad0bd0cfda465ec7200e48e12800d7d8efd26
> Reviewed-on: https://chromium-review.googlesource.com/c/1447862
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Bug: angleproject:1433
Change-Id: I94caf7b4c7179119e5a5567c3014d7232df45a13
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1516192
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
5546fb4f
|
2019-01-17T12:25:54
|
|
Vulkan:Adding custom pool allocator
Migrated pool allocator used by compiler to common.
Planning to use this for ANGLE custom command buffers so this some
refactoring in preparation for that work.
Added a unit test to check PoolAllocator functionality.
Bug: angleproject:2951
Reviewed-on: https://chromium-review.googlesource.com/c/1476953
Reviewed-by: Jamie Madill <jmadill@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Tobin Ehlis <tobine@google.com>
Change-Id: I0b4f3d55ea1799e35c9799c221f7129233f30b24
Reviewed-on: https://chromium-review.googlesource.com/c/1492972
|
|
0546b538
|
2019-02-25T22:47:17
|
|
Revert "Vulkan:Adding custom pool allocator"
This reverts commit 941717496141b96f1d5817f31c2bb4a4e19847b9.
Reason for revert: crashes on Debug bots
Original change's description:
> Vulkan:Adding custom pool allocator
>
> Migrated pool allocator used by compiler to common.
>
> Planning to use this for ANGLE custom command buffers so this some
> refactoring in preparation for that work.
>
> Added a unit test to check PoolAllocator functionality.
>
> Bug: angleproject:2951
> Change-Id: I29618cfdb065b8a5fefd40719a35d27b1f6e99ef
> Reviewed-on: https://chromium-review.googlesource.com/c/1476953
> Reviewed-by: Jamie Madill <jmadill@google.com>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Commit-Queue: Tobin Ehlis <tobine@google.com>
TBR=ynovikov@chromium.org,jmadill@google.com,tobine@google.com,syoussefi@chromium.org
Change-Id: Id8c522bd1d94154e871211d975e801a55cc9c257
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2951, angleproject:3169
Reviewed-on: https://chromium-review.googlesource.com/c/1487977
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
94171749
|
2019-01-17T12:25:54
|
|
Vulkan:Adding custom pool allocator
Migrated pool allocator used by compiler to common.
Planning to use this for ANGLE custom command buffers so this some
refactoring in preparation for that work.
Added a unit test to check PoolAllocator functionality.
Bug: angleproject:2951
Change-Id: I29618cfdb065b8a5fefd40719a35d27b1f6e99ef
Reviewed-on: https://chromium-review.googlesource.com/c/1476953
Reviewed-by: Jamie Madill <jmadill@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Tobin Ehlis <tobine@google.com>
|
|
1d35d511
|
2019-02-15T15:39:27
|
|
Revert "Fix unit test for setting locale creating malformed HLSL shader code"
This reverts commit 5f662c0042703344eb0eef6d1c123e902e3aefbf.
Reason for revert: Some recent crashes related to streams, could be
related to this change.
https://bugs.chromium.org/p/chromium/issues/detail?id=932359
Original change's description:
> Fix unit test for setting locale creating malformed HLSL shader code
> Fix malformed HLSL shader code in other locales than classic
>
> Bug: angleproject:1433
> Change-Id: I30bad0bd0cfda465ec7200e48e12800d7d8efd26
> Reviewed-on: https://chromium-review.googlesource.com/c/1447862
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
TBR=geofflang@chromium.org,jmadill@chromium.org,jonahr@google.com
Bug: angleproject:1433
Change-Id: I28caa073b3996a95f3f233bed9dc91dc44263835
Reviewed-on: https://chromium-review.googlesource.com/c/1474624
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
366df2b2
|
2019-01-18T15:40:34
|
|
Vulkan: Support external texture binding points.
BUG=angleproject:2668
BUG=angleproject:3023
Change-Id: Idab0c4cbe1c7ed203ace50f1a6701dba11a40242
Reviewed-on: https://chromium-review.googlesource.com/c/1422548
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
75d577fb
|
2019-02-04T16:28:28
|
|
Fixed Bug where array initialized with same name of
previously declared variable fails on DirectX.
Combined user defined variables with their unique ids to avoid
overwriting same name variables of different scope.
Bug: angleproject:2126
Change-Id: If9ad9e48f629d83b105d43ee28a50b8176d0e0a1
Reviewed-on: https://chromium-review.googlesource.com/c/1456484
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
|
|
5f662c00
|
2019-01-31T13:53:59
|
|
Fix unit test for setting locale creating malformed HLSL shader code
Fix malformed HLSL shader code in other locales than classic
Bug: angleproject:1433
Change-Id: I30bad0bd0cfda465ec7200e48e12800d7d8efd26
Reviewed-on: https://chromium-review.googlesource.com/c/1447862
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
d4c09dd3
|
2019-01-29T11:22:54
|
|
Fix unnecessary copy of for loop variables in ANGLE
Bug: angleproject:3075
Change-Id: I34dd5d4ecded6def5a2b46369277312af0de7c8c
Reviewed-on: https://chromium-review.googlesource.com/c/1443572
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
|
|
c09ae15c
|
2019-02-01T14:16:32
|
|
Enable -Wextra-semi and -Wextra-semi-stmt.
This will prevent users from accidentally making semicolon errors in
the future.
Bug: chromium:926235
Change-Id: I79a6fa376fb1ad8f0fcf1b65b1f572a035d1f4e9
Reviewed-on: https://chromium-review.googlesource.com/c/1446493
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nico Weber <thakis@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
91d469aa
|
2018-08-27T10:47:25
|
|
Initial support for compiler AST validation
This is to be able to catch issues introduced through AST manipulation
earlier than shader compilation time, improving debuggability.
Bug: angleproject:2733
Change-Id: Ic57bc72f2ab438e60f32553d602074f3d72cc4f5
Reviewed-on: https://chromium-review.googlesource.com/c/1199922
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
1a07524d
|
2019-01-31T14:50:06
|
|
Fix the misuse of deepCopy()
When we use replaceChildNode function, the first argument must be the original
child node instead of the deepCopy. Otherwise, replaceChildNode will do nothing
since it will think deepCopy is a different node. In that case,
RewriteExpressionsWithShaderStorageBlockTraverser::visitAggregate will
enter an endless loop since ssbo argument is never really replaced.
Test: dEQP-GLES31.functional.ssbo.*
Bug: angleproject:1951
Change-Id: Ieb17a16ab2b3e0270328fafd7ba0944ca05f842f
Reviewed-on: https://chromium-review.googlesource.com/c/1446686
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
a7429204
|
2019-01-30T09:29:06
|
|
Remove some extra semicolons.
No behavior change.
Bug: chromium:926235
Change-Id: I9215b4799a3c68887b8403be057180796ab5777a
Reviewed-on: https://chromium-review.googlesource.com/c/1446311
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Nico Weber <thakis@chromium.org>
|
|
47ca1b2f
|
2019-01-23T16:11:41
|
|
Revert "Vulkan: Adding custom pool allocator"
This reverts commit 05459e06fde5047ae8f5f90fe091c3255e6bc88e.
Reason for revert: Clusterfuzz bugs flagged this commit
Original change's description:
> Vulkan: Adding custom pool allocator
>
> Copied pool allocator used by compiler to common and hooking it up as
> custom allocator for CommandPools. Modified it to support reallocation.
>
> RendererVk now has a private poolAllocator and VkAllocationCallbacks
> struct. The allocation callbacks are initialized to static functions
> in RendererVk::initializeDevice() and then passed to CommandPool init()
> and destroy() functions.
>
> Using the pool allocator saves Command Pool/Buffer clean-up time which
> was showing us as a bottleneck is some cases.
>
> Bug: angleproject:2951
> Change-Id: I81aa8a7ec60397676fa722d6435029db27947ef4
> Reviewed-on: https://chromium-review.googlesource.com/c/1409867
> Commit-Queue: Tobin Ehlis <tobine@google.com>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
TBR=jmadill@chromium.org,tobine@google.com,ianelliott@google.com,syoussefi@chromium.org
Change-Id: I363a351667c4dddef79833061790da90de477e70
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2951
Reviewed-on: https://chromium-review.googlesource.com/c/1430679
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Tobin Ehlis <tobine@google.com>
|
|
05459e06
|
2019-01-17T12:25:54
|
|
Vulkan: Adding custom pool allocator
Copied pool allocator used by compiler to common and hooking it up as
custom allocator for CommandPools. Modified it to support reallocation.
RendererVk now has a private poolAllocator and VkAllocationCallbacks
struct. The allocation callbacks are initialized to static functions
in RendererVk::initializeDevice() and then passed to CommandPool init()
and destroy() functions.
Using the pool allocator saves Command Pool/Buffer clean-up time which
was showing us as a bottleneck is some cases.
Bug: angleproject:2951
Change-Id: I81aa8a7ec60397676fa722d6435029db27947ef4
Reviewed-on: https://chromium-review.googlesource.com/c/1409867
Commit-Queue: Tobin Ehlis <tobine@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
15214423
|
2019-01-07T12:44:44
|
|
ES31: Add top_level_array_stride support
Bug: angleproject:1920
Change-Id: Id18c6cc1bb840c05f73a019156c462886f01d9eb
Reviewed-on: https://chromium-review.googlesource.com/c/1396745
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
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>
|
|
5f82dde6
|
2019-01-14T11:38:33
|
|
Fix block size calculation w.r.t variable-size arrays
In SSBOs, there can be a last array whose size is not specified (i.e.
can take any size). This is especially prevalent in Compute shaders
that process a buffer.
In the shader translator, the size of this array is given as 0. HLSL
register offset calculation was tripped up by this as it used
(arraySize - 1). The optimization in [1] effectively removed a test
that would perform this calculation only when the size is positive.
This change adds back this guard.
[1] https://chromium-review.googlesource.com/c/angle/angle/+/684742
Bug: angleproject:2516
Change-Id: If45ac934f542c5ffcad67f962eebe45a3aeba70b
Reviewed-on: https://chromium-review.googlesource.com/c/1409403
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
225f08bf
|
2019-01-03T15:59:29
|
|
Cleanups to StripArrayIndices.
Not picked up in prior review.
Bug: angleproject:3024
Change-Id: I9dd1ea146996c8ac3569070af0cb12df65f0d815
Reviewed-on: https://chromium-review.googlesource.com/c/1394570
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4e712be2
|
2019-01-03T13:53:59
|
|
Refactor BlockLayoutEncoder APIs for std430.
This splits HLSL SSBO access into two steps.
First we compute a mapping from the collected SSBO variable names to
TField pointers. Then during tree traversal we use a block encoding
visitor class that uses the shader names to store BlockMemberInfo
structures for the structures and variables. Each nested structure
is traversed separately so that the BlockMemberInfo offsets are
relative to the structure start rather than the enclosing block. The
array stride for a structure is the size of the struct after all the
alignment is included.
This gives the correct results for the SSBO access chain in the HLSL
code. It also will allow us to use the same encoding and visiting logic
for SSBOs on the API side.
Bug: angleproject:3024
Change-Id: I42b1db0e7547782ae77fe5f64a797f803f203f45
Reviewed-on: https://chromium-review.googlesource.com/c/1352731
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
904bb918
|
2019-01-02T16:00:02
|
|
Rename constants in blocklayout.h.
This adds the "k" prefix.
Bug: angleproject:3024
Change-Id: I3771a8a9d90cd5edc7173f2b3817a5f1f053bdd4
Reviewed-on: https://chromium-review.googlesource.com/c/1392399
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
04ea03e4
|
2019-01-01T15:14:25
|
|
Make default block member info a constant.
Instead of generating a struct each time we can use a constexpr
constructor to use a single representation.
Bug: angleproject:3024
Change-Id: I14dec65a4f6ac9ab2f7e7af444862e4ceab88d8c
Reviewed-on: https://chromium-review.googlesource.com/c/1392395
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ba319ba3
|
2018-12-29T10:29:33
|
|
Re-land "Load entry points dynamically in tests and samples."
Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL
headers.
This CL adds a dynamic loader generator based on XML files. It also
refactors the entry point generation script to move the XML parsing
into a helper class.
Additionally this includes a new GLES 1.0 base header. The new
header allows for function pointer types and hiding prototypes.
All tests and samples now load ANGLE dynamically. In the future this
will be extended to load entry points from the driver directly when
possible. This will allow us to perform more accurate A/B testing.
The new build configuration leads to some tests having more warnings
applied. The CL includes fixes for the new warnings.
Bug: angleproject:2995
Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57
Reviewed-on: https://chromium-review.googlesource.com/c/1392382
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9f088621
|
2018-12-29T20:46:15
|
|
Revert "Load entry points dynamically in tests and samples."
This reverts commit 03923558a7103827ffec6a4d2a1453ed91f01c6f.
Reason for revert: fails compilation on Android, ChromeOS and Fuchsia during roll https://chromium-review.googlesource.com/c/chromium/src/+/1392624
Original change's description:
> Load entry points dynamically in tests and samples.
>
> This CL adds a dynamic loader generator based on XML files. It also
> refactors the entry point generation script to move the XML parsing
> into a helper class.
>
> Additionally this includes a new GLES 1.0 base header. The new
> header allows for function pointer types and hiding prototypes.
>
> All tests and samples now load ANGLE dynamically. In the future this
> will be extended to load entry points from the driver directly when
> possible. This will allow us to perform more accurate A/B testing.
>
> The new build configuration leads to some tests having more warnings
> applied. The CL includes fixes for the new warnings.
>
> Bug: angleproject:2995
> Change-Id: I6726d4163f7a6e54d2482f094c0a952f59702a05
> Reviewed-on: https://chromium-review.googlesource.com/c/1359516
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
TBR=ynovikov@chromium.org,jmadill@chromium.org,syoussefi@chromium.org
Change-Id: I902bec2d733c2b879be29c02ab52a0b7d4eaa077
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2995
Reviewed-on: https://chromium-review.googlesource.com/c/1392381
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
|
|
03923558
|
2018-12-29T10:29:33
|
|
Load entry points dynamically in tests and samples.
This CL adds a dynamic loader generator based on XML files. It also
refactors the entry point generation script to move the XML parsing
into a helper class.
Additionally this includes a new GLES 1.0 base header. The new
header allows for function pointer types and hiding prototypes.
All tests and samples now load ANGLE dynamically. In the future this
will be extended to load entry points from the driver directly when
possible. This will allow us to perform more accurate A/B testing.
The new build configuration leads to some tests having more warnings
applied. The CL includes fixes for the new warnings.
Bug: angleproject:2995
Change-Id: I6726d4163f7a6e54d2482f094c0a952f59702a05
Reviewed-on: https://chromium-review.googlesource.com/c/1359516
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
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>
|
|
2b35654d
|
2018-12-20T12:43:37
|
|
compiler: Fix const non-square matrix component mult.
It seems like there weren't any dEQP tests for constant folding of
nonsquare matrices component-wise multiplication. There were a couple
bugs in our implementation which could lead to undefined behaviour.
Fixes the code and cleans up a few style issues.
Also includes a regression test.
Bug: chromium:912505
Bug: chromium:912508
Change-Id: I7fb85d1404a32950fa9fe4c3bbba9edc9f38ddd1
Reviewed-on: https://chromium-review.googlesource.com/c/1387065
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
0d218da4
|
2018-12-17T11:53:52
|
|
Specify texture LOD in compute shader on D3D backend
D3D does not define LOD in compute shader, so Sample()
is not supported, try to use SampleLevel().
Bug: angleproject:2756
TEST=angle_end2end_tests.ComputeShaderTest
.TextureFunction/ES3_1_D3D11
dEQP.GLES31/functional_image_load_store_2d_store*
Change-Id: I63e707d2b56e807cfe766cc21bc6b0819982ce80
Reviewed-on: https://chromium-review.googlesource.com/c/1379672
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
4622905b
|
2018-12-10T13:31:00
|
|
ES31: Add atomic memory functions for SSBO
Due to SSBO is translated to RWByteAddressBuffer in HLSL, the corresponding
atomic memory functions atomic* will be translated to
RWByteAddressBuffer.Interlocked*. The translation is like below:
atomicAdd(instanceName.data[0], 5u);
// becomes
uint _ssbo_atomicAdd_uint(RWByteAddressBuffer buffer, uint loc, uint value)
{
uint original_value;
buffer.InterlockedAdd(loc, value, original_value);
return original_value;
}
_ssbo_atomicAdd_uint(_instanceName, 0 + 16 * 0, 5);
Bug: angleproject:1951
Change-Id: If2af8bedb67a4135b443d2512d43c6058a78888d
Reviewed-on: https://chromium-review.googlesource.com/c/1370676
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
4a9f9b08
|
2018-12-06T17:49:39
|
|
ES31: support ssbo as the operand of unary operator
Bug: angleproject:1951
Change-Id: I71c2cf2ca35d7b1fe5d14358a0749f47e223816b
Reviewed-on: https://chromium-review.googlesource.com/c/1367405
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
88faa696
|
2018-12-03T16:22:24
|
|
ES31: Add unsized array length support in SSBO
Bug: angleproject:1951
Change-Id: I10c798c62a741b156f5b614e0df0795c0e845108
Reviewed-on: https://chromium-review.googlesource.com/c/1365154
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
a48f26fb
|
2018-12-11T16:54:51
|
|
ES31: Use deepCopy to make sure that every node being used only once
This patch uses deepCopy for nodes which are used more than once in the SSBO
traverser.
Bug: angleproject:1951
Change-Id: Ie8e03d4f595484a1e2ca0397ed30a7f484add607
Reviewed-on: https://chromium-review.googlesource.com/c/1370678
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
153e0224
|
2018-12-07T13:31:31
|
|
Add gl_DrawID emulation for ESSL3 with ANGLE_multi_draw
Bug: chromium:890539
Change-Id: I3d9a9429608afb454f076013f3ed844e115c56cc
Reviewed-on: https://chromium-review.googlesource.com/c/1368784
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
|
|
19f2f9eb
|
2018-12-07T15:10:48
|
|
Mark variable to call 'length()' as statically used
Bug: angleproject:3008
Change-Id: I8779706c667f49fddb0a741f5bf31c4af54db3e7
Reviewed-on: https://chromium-review.googlesource.com/c/1367404
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
e14feaf5
|
2018-11-29T16:29:54
|
|
ES31: support ssbo as an argument of aggregate type
BUG: angleproject:1951
Change-Id: Icaab8ffd0ee88cca22ba79a9f0d4e02c9134a169
Reviewed-on: https://chromium-review.googlesource.com/c/1349071
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
81a880aa
|
2018-11-12T15:53:34
|
|
ES31: support ssbo as binary operand
This patch will process ssbo as compound assignment binary operand or readonly
binary operand.
BUG: angleproject:1951
Change-Id: I4a0da77649d719fa08e6bf4c3d9ace58dbfb7aab
Reviewed-on: https://chromium-review.googlesource.com/c/1349449
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
6494c415
|
2018-11-05T15:46:04
|
|
ES31: Add swizzle support in SSBO (Part 1)
This patch adds the swizzle process if the swizzle node is the last node in
ssbo access chain.
Bug: angleproject:1951
Change-Id: Iecc95baa45e8cc40be9111a15398c7e858bfb99e
Reviewed-on: https://chromium-review.googlesource.com/c/1341234
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
efe061bd
|
2018-11-13T16:44:40
|
|
Optimize HLSL zero initializer
Currently we initialize a variable using zero initializer. Take the
below variable for example:
uint var[4];
We translate it to:
uint var[4] = { 0, 0, 0, 0};
If the array size is large, we have to use very long zero initializer.
The problem is that it's very slow for D3D drivers to compile.
This CL uses the 'static' trick below to solve the problem:
static uint _ANGLE_ZEROS_[256];
...
uint var[516] = {_ANGLE_ZEROS_, _ANGLE_ZEROS_, 0, 0, 0, 0};
For 'static', if the declaration does not include an initializer, the
value is set to zero.
https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-variable-syntax
Bug: chromium:898030
Change-Id: Ia3f6574b5ddaffa94bf971140eba95835ee105ee
Reviewed-on: https://chromium-review.googlesource.com/c/1332805
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
|
|
6aab06e0
|
2018-11-20T14:04:11
|
|
Don't allow unary operators on void types.
BUG=900058
Change-Id: Ice8976ddd9cbc9c90162cf7fae2b8f91ddcfcef3
Reviewed-on: https://chromium-review.googlesource.com/c/1344590
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
b81ff9e6
|
2018-10-26T17:20:50
|
|
ES31: Add std430 encoder.
Bug: angleproject:1951
Change-Id: I5e469ee5f13604102b0ee268d5bf9f5ac4809ecd
Reviewed-on: https://chromium-review.googlesource.com/c/1278098
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
cd47a379
|
2018-11-11T11:08:16
|
|
Add SH_INIT_SHARED_VARIABLES flag
This option is used to initialize shared variables to zero at the
beginning of shader execution to avoid compute shaders being able to
read undefined values that could be coming from another webpage or
application.
It's implemented by declaring variables with initial value for HLSL.
For GLSL, it's not allowed to use declaraction initializer for shared
variables, so we need to explicitly assign them to zero at the
beginning of main(). This implementation is only for HLSL.
Bug: chromium:898030
Change-Id: Ic5906500bf4a35cd9a071923f82f32c5e2991be3
Reviewed-on: https://chromium-review.googlesource.com/c/1330310
Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
48f63f90
|
2018-10-26T17:20:50
|
|
ES31: add row major matrix support (part 2)
This patch implements read/write vector data in matrix or matrix data directly
in a shader storage block with row_major qualifier.
Bug: angleproject:1951
Change-Id: Id7847e2245b09414709361412a95c4dd84b9ee97
Reviewed-on: https://chromium-review.googlesource.com/c/1304019
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
5d2dfa46
|
2018-11-03T09:28:17
|
|
ES31: Add array of arrays support in SSBO
Bug: angleproject:1951
Change-Id: I5e92b75a59a3ab24a34b827ae6f968961b8bea49
Reviewed-on: https://chromium-review.googlesource.com/c/1317376
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
1bf18ce9
|
2018-10-19T15:34:02
|
|
Implement GL_ANGLE_multi_draw
This patch adds entrypoints glMultiDrawArraysANGLE,
glMultiDrawElementsANGLE, glMultiDrawArraysInstancedANGLE,
annd glMultiDrawElementsInstancedANGLE
Bug: chromium:890539
Change-Id: Ic9c374c53892460f44ca6e73a253b78473ac2dff
Reviewed-on: https://chromium-review.googlesource.com/c/1282268
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
|
|
a6e8a0c5
|
2018-11-02T15:11:50
|
|
ES31: Simplify IsInShaderStorageBlock function
Bug: angleproject:1951
Change-Id: I0501502fa2201953a3dad4b18103ff5ae20db1bf
Reviewed-on: https://chromium-review.googlesource.com/c/1314298
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
5ca3e5a0
|
2018-10-31T11:13:29
|
|
Fix ShaderStorageBlockOutputHLSL::writeEOpIndexDirectOrIndirectOutput
https://chromium-review.googlesource.com/c/1304017 removed str()
wrapping values passed to TInfoSinkBase::operator<<().
This broke ANGLE roll
https://chromium-review.googlesource.com/c/chromium/src/+/1309331
failing compile on linux-libfuzzer-asan-rel bot.
Looks like libfuzzer compiler has a bug, not being able to find
sh::BlockLayoutEncoder::BytesPerComponent.
Wrapping it in str() works around this.
Bug: angleproject:1951
Change-Id: I2deb573667dc1e88d352bad1933c269ec36cf398
Reviewed-on: https://chromium-review.googlesource.com/c/1309975
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d60e42f8
|
2018-10-25T16:33:16
|
|
ES31: add row major matrix support (part 1)
This is the first patch to enable row major matrix suppot in series. This patch
ensures that we can get correct location when we load/store data from matrix.
Currently, only scalar data load/store works well.
mat2x3 data
The location of data[x][y] will be:
data.offset + x * scalarStride + y * matrixStride //row_major
data.offset + x * matrixStride + y * scalarStride //column_major
Bug: angleproject:1951
Change-Id: I5bd7bad7d293219ba610f18eeafc56e70e36de43
Reviewed-on: https://chromium-review.googlesource.com/c/1304017
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
4a22f4b0
|
2018-10-23T14:36:47
|
|
ES31: Add atomic_uint support to HLSL translator
This is the first commit in a series to enable atomic counter buffers.
Adds support for atomic counters to the GLSL->HLSL translator using
RWByteAddressBuffer.
Bug: angleproject:1729
Test: angle_end2end_tests
Change-Id: I3b7e08f9256dc9bdbcc02ad8910040f2bc14aeac
Reviewed-on: https://chromium-review.googlesource.com/c/1291329
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
df73a8e5
|
2018-10-25T16:11:20
|
|
ES31: Use std::map<const TField *, BlockMemberInfo> to save ssbo info
Bug: angleproject:1951
Change-Id: I9d6a19c0d63065db69985845a1cd68cfd4b99d1f
Reviewed-on: https://chromium-review.googlesource.com/c/1298913
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
8edb7188
|
2018-10-10T15:54:23
|
|
ES31: Add structure field member support in SSBO
This patch adds the structure field member support in SSBO. To support it,
below things are done:
1. Calculate the offset and arrayStride in SSBO structure.
2. Support array of arrays translation.
Bug: angleproject:1951
Change-Id: If8f233e6388d5bb905e78c39a85112d394298138
Reviewed-on: https://chromium-review.googlesource.com/c/1278097
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
fefaba5b
|
2018-10-26T16:16:53
|
|
Regenerate hashes for the builtin symbol table.
BUG=chromium:890539
Change-Id: Ia5bdf652dc37a466560071b4fe2cdc7d89ff941f
Reviewed-on: https://chromium-review.googlesource.com/c/1302837
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
7cf9cd24
|
2018-10-09T15:27:32
|
|
Add flags to shader translator to emulate gl_DrawID
Adds support for translating gl_DrawID for implementation of
GL_ANGLE_multi_draw.
Currently the change only supports and allows emulation of the
draw id using a uniform variable named `gl_DrawID`. This uniform is
mapped in the translated shader to a hashed name that does not
use the gl_ namespace
Bug: chromium:890539
Change-Id: I08a246ca911e88e733ccdf22f1ed69dcae948e05
Reviewed-on: https://chromium-review.googlesource.com/c/1271957
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
|
|
b8543630
|
2018-10-02T19:46:14
|
|
Support GL_OES_texture_border_clamp
Added support for GL_TEXTURE_BORDER_COLOR and GL_CLAMP_TO_BORDER in
OpenGL/OpenGLES, Direct3D9 and Direct3D11 backends.
For integer textures in OpenGLES3 contexts these additional entry points
are available now:
void glTexParameterIivOES(enum target, enum pname, const int *params);
void glTexParameterIuivOES(enum target, enum pname, const uint *params);
void glGetTexParameterIivOES(enum target, enum pname, int *params);
void glGetTexParameterIuivOES(enum target, enum pname, uint *params);
void glSamplerParameterIivOES(uint sampler, enum pname, const int *params);
void glSamplerParameterIuivOES(uint sampler, enum pname, const uint *params);
void glGetSamplerParameterIivOES(uint sampler, enum pname, int *params);
void glGetSamplerParameterIuivOES(uint sampler, enum pname, uint *params);
BUG=angleproject:2890
TEST=angle_end2end_tests.TextureBorderClamp*
Change-Id: Iee3eeb399d8d7851b3b30694ad8f21a2111f5828
Reviewed-on: https://chromium-review.googlesource.com/c/1257824
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
672267fc
|
2018-10-19T17:01:17
|
|
ES31: Fix that asuint can't accept bool value
This change fixes below errors:
error X3013: 'asuint': no matching 1 parameter intrinsic function
error X3013: Possible intrinsic functions are:
error X3013: asuint(double, out uint x, out uint y)
error X3013: asuint(float|half|int|uint)
When we store a boolean value, we should cast it to uint firstly. Then do the
store.
Bug: angleproject:1951
Change-Id: I8931e540d701ef72bb82846496c698acef1ba1fb
Reviewed-on: https://chromium-review.googlesource.com/c/1295831
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
19603b9e
|
2018-10-18T17:25:33
|
|
ES31: Allow function call, unary, ternary operators in SSBO
When we meet function call, unary or ternary operator in SSBO access chain,
we should transfer the process of them to OutputHLSL.
Bug: angleproject:1951
Change-Id: I740940ac4eee4c5ed52239f14b1d32b1f9cf9385
Reviewed-on: https://chromium-review.googlesource.com/c/1290470
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
7818a85c
|
2018-09-06T15:02:04
|
|
Implement GL_ANGLE_texture_multisample API part
Support GL_ANGLE_texture_multisample extension.
This patch adds enums of multisampled texture and texStorage2DMultisampleANGLE
API.
TEST=angle_end2end_tests.exe --gtest_filter=TextureMultisampleTest*
TEST=angle_end2end_tests.exe --gtest_filter=NegativeTextureMultisampleTest.Negtive*
BUG=angleproject:2275
Change-Id: I2cab997edc33aa2d0be6082381545335423f64e0
Reviewed-on: https://chromium-review.googlesource.com/c/804613
Commit-Queue: Yizhou Jiang <yizhou.jiang@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
64b7c4ff
|
2018-10-19T11:38:04
|
|
Use angle::Result in front-end (Part 3)
Handles the gl::Framebuffer class and its implementation.
Bug: angleproject:2491
Change-Id: I3b9c0609e9277264ccdb370596500562df3b7d15
Reviewed-on: https://chromium-review.googlesource.com/c/1280743
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1d8a783c
|
2018-10-09T13:59:56
|
|
Re-land: "ES31: Add vector and matrix support in SSBO for D3D"
Re-land skips ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11 to pass
the bots. In fact, ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11 is
not a regression. The reverted CL added more SSBO features and triggered the
failure. To enable ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11,
we should support SSBO in render pipeline. This needs to bind SSBO to UAV
registers in link time instead of compile time since output variables also
occupies the UAVs. Let's enable this test when we support SSBO in render
pipeline. Currently, we shouldn't block the SSBO implementation in some common
features.
Bug: angleproject:1951
Change-Id: Ic339e8327e79335e6db1d86bedf0072635976f5f
Reviewed-on: https://chromium-review.googlesource.com/c/1282277
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
a1ac3fe8
|
2018-10-10T12:29:31
|
|
ES31: Support textureGather[Offset] on int/uint formats on D3D11
This patch implements the translation of textureGather[Offset] on
integer and unsigned integer format textures on D3D11.
According to MSDN, Gather[Red|Green|Blue|Alpha] can be used on integer
and unsigned integer format textures with float texture coordinates:
https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-to-gather
Currently the dEQP tests on TextureGather[Offset] on cube map textures
in integer or unsigned formats still cannot pass. This issue is under
investigation.
Bug: angleproject:2826
Test: dEQP-GLES31.functional.texture.gather.basic.2d.*
dEQP-GLES31.functional.texture.gather.basic.2d_array.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d_array.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d_array.*
Change-Id: If049dc395fb17cd34dec902630e3a1154e5d4806
Reviewed-on: https://chromium-review.googlesource.com/c/1271926
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c97e3f66
|
2018-10-12T15:49:06
|
|
Revert "ES31: Add vector and matrix support in SSBO for D3D"
This reverts commit 671809e62e807eb0f890a5d53eee1f8cb5fb825e.
Reason for revert: Regresses angle_end2end_test:
ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11
Warning: compileToBinary(232):
C:\fakepath(36,21-40): error X4509: UAV registers live in the same name space as outputs, so they must be bound to at least u1, manual bind to slot u0 failed
The new test and this CL landed at nearly the same time. This CL breaks the test but it wasn't run on the CQ.
Failure link:
https://ci.chromium.org/p/chromium/builders/luci.chromium.ci/Win10%20FYI%20Release%20%28NVIDIA%29/2717
Original change's description:
> ES31: Add vector and matrix support in SSBO for D3D
>
> Bug: angleproject:1951
>
> Change-Id: I19d4218b28770464e4cb38027cce694e2a817b5b
> Reviewed-on: https://chromium-review.googlesource.com/c/1269827
> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
TBR=geofflang@chromium.org,jmadill@chromium.org,cwallez@chromium.org,jiajia.qin@intel.com
Change-Id: I54cda962e1361372f06e9e3bd667fa9c0ecf38dc
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:1951
Reviewed-on: https://chromium-review.googlesource.com/c/1278102
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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671809e6
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2018-10-09T13:59:56
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ES31: Add vector and matrix support in SSBO for D3D
Bug: angleproject:1951
Change-Id: I19d4218b28770464e4cb38027cce694e2a817b5b
Reviewed-on: https://chromium-review.googlesource.com/c/1269827
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3026f115
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2018-10-09T12:13:38
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ES31: Collect shader storage blocks info for d3d.
This change collects shader storage blocks info for d3d backend. With this
change, program interface APIs can get correct SSBO information for D3D.
Bug: angleproject:1920
Change-Id: I6e2414494d0e8240bcb1d0ddc3d9a292eb7158ee
Reviewed-on: https://chromium-review.googlesource.com/c/1269824
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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c4533eae
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2018-09-19T15:23:29
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Enable ANGLE_texture_multisample in glsl in es 3.0
Enable gsampler2dMS, texelFetch, textureSize in glslang in
es 3.0 if ANGLE_texture_multisample is supported.
Bug: angleproject:2275
TEST=SamplerMultisampleEXTTest.TextureMultisampleEXTEnabled
Change-Id: Ibfa367970db3ae790f3822e57eb50090843dc6db
Reviewed-on: https://chromium-review.googlesource.com/c/867521
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Yizhou Jiang <yizhou.jiang@intel.com>
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6f591c97
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2018-09-21T11:20:47
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Clean up TCompiler members and style
Some dead code and duplicate data are cleaned up from the compiler.
Several parameters can be accessed directly from ShBuiltInResources
instead of creating a copy in TCompiler.
This also encapsulates some TCompiler member functions as private and
changes the remaining unprefixed TCompiler member variable names to
start with the m prefix.
BUG=angleproject:2068
TEST=angle_unittests
Change-Id: I6690aaf538b17e0f45460660272a21f82f1808a0
Reviewed-on: https://chromium-review.googlesource.com/c/1267503
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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6d765b07
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2018-09-28T14:16:06
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ES31: Fix some bugs in ShaderStorageBlockOutputHLSL
When EOpIndexDirect/EOpIndexIndirect/EOpIndexDirectStruct/TIntermSwizzle
appear in [] in ssbo access chain, we should transfer the process of them to
OutputHLSL.
For example:
instance.v[gl_GlobalInvocationID.x] = data;
// becomes
float_Store(dx_instance, 0 + 16 * gl_GlobalInvocationID.x, _data);
instance.v[s.index[0].x] = data;
// becomes
float_Store(dx_instance, 0 + 16 * _s.index[0].x, _data);
Bug: angleproject:1951
Change-Id: I333e238400a10a799a6294f8759cf9c4ef2451c8
Reviewed-on: https://chromium-review.googlesource.com/c/1250661
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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19b51d29
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2018-09-19T15:14:45
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ES31: Support textureGather[Offset] on shadow samplers
This patch implements translating textureGather[Offset] into HLSL
when the sampler is a shadow sampler. The related HLSL function
should be GatherCmp().
According to the definition of textureGatherOffset():
([ESSL 3.1] Chapter 8.9.3 Page 138)
- gvec4 textureGatherOffset(gsampler2D sampler, vec2 P,
ivec2 offset, [,int comp])
- vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P,
float refZ, ivec2 offset)
We need to add parameter "refZ" before "offset" when the sampler
is a shadow sampler.
Bug: angleproject:2826
Test: dEQP-GLES31.functional.texture.gather.basic.2d.depth32f.*
dEQP-GLES31.functional.texture.gather.basic.2d_array.depth32f.*
dEQP-GLES31.functional.texture.gather.basic.cube.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d_array.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d.depth32f.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d_array.depth32f.*
Change-Id: I9a7d095dd3cfa41aaefd14d012ed1f309abfc6d5
Reviewed-on: https://chromium-review.googlesource.com/c/1244081
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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5476e805
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2018-10-05T13:23:03
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Fix constructing void array zero nodes
Correctly sized void arrays can be needed after parsing has recovered
from an error and the code is trying to evaluate the constant value of
a node. Since now we just have a generic EOpConstruct op instead of
different ops for different types, we can simply remove the special
handling for void arrays in CreateZeroNode to create the arrays in the
correct size.
BUG=chromium:890581
TEST=angle_unittests
Change-Id: I48d96c9ef1d695cd8583a845fd4bd24a7aaf535c
Reviewed-on: https://chromium-review.googlesource.com/c/1264515
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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0ca09753
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2018-09-24T11:00:50
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Add GLES3 support for EXT_blend_func_extended
This adds GLES3 API support for EXT_blend_func_extended. The patch
includes the API entrypoints, validation and also implementation on
the desktop GL backend.
Instead of having built-in fragment color variables, ESSL 3.00 has
custom output variables, which can now be bound to either primary or
secondary output color locations. The "index" set to a custom output
variable determines whether it's used a primary or secondary blending
source color.
The shader layout qualifier takes precedence over the bind call. This
is not specified in the EXT spec, but is specified in desktop OpenGL
specs.
BUG=angleproject:1085
TEST=angle_end2end_tests
Change-Id: Ia24e8e5dadcc165e5e8fbd7c653c7fab6217db88
Reviewed-on: https://chromium-review.googlesource.com/c/1249361
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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c3bef3e7
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2018-10-03T07:35:09
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Allow 'defined' in define in non-WebGL.
This is needed to pass dEQP conformance. Several of the harder dEQP
tests around this behaviour are excluded from the mustpass list. This
is presumably because the behaviours weren't implemented portably.
Nevertheless we need to support conformant behaviour for GLES 2.0
Contexts for the most simple uses.
This also leaves the error behaviour intact for WebGL specs.
Bug: angleproject:1335
Change-Id: Ia80b4f71475efa928488ee6c2ee35c566d4602d4
Reviewed-on: https://chromium-review.googlesource.com/c/1242013
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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1dfd8ae2
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2018-10-01T15:59:59
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Improve test coverage of constant folding
Clean up some TODOs in the code as well as add tests to make sure that
ANGLE treats expressions indexing into constant arrays as constant
expressions in different contexts. This complements the existing tests
in ConstantFoldingTest.
BUG=angleproject:2298
TEST=angle_unittests
Change-Id: I779bf03891f7d06f14d293e69101c05d7dbf57b6
Reviewed-on: https://chromium-review.googlesource.com/1254067
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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a78092cb
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2018-09-26T14:16:13
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Support ESSL 3.00 EXT_blend_func_extended shaders
This adds support for the index layout qualifier that's used in
EXT_blend_func_extended to set whether a fragment output should be
bound to the primary or secondary blend source color.
Output locations are now validated correctly so that two outputs can
have the same location as long as they have a different index. Some
tests are fixed to allow this.
BUG=angleproject:1085
TEST=angle_unittests
Change-Id: I1de3ad1406398952287791eca367562bed59d380
Reviewed-on: https://chromium-review.googlesource.com/1245982
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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a602f906
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2018-09-11T14:40:24
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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>
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cf8ad760
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2018-09-21T09:11:35
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ES31: Support translating textureGatherOffset into HLSL
This patch implements the translation from GLSL texture function
textureGatherOffset into HLSL by using the optional "offset"
parameter of Texture2D.Gather[Red|Green|Blue|Alpha].
This patch also defines the implementation-dependent limit
MIN_PROGRAM_TEXTURE_GATHER_OFFSET and MAX_PROGRAM_TEXTURE_GATHER_OFFSET
on D3D11. According to MSDN, the valid range of "offset" used in
Gather should be [-32, 31].
https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm-
This patch also refactors OutputTextureGatherFunctionBody() so that
some redundant code can be removed.
BUG=angleproject:2826
TEST=dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d.rgba8.*
dEQP-GLES31.functional.texture.gather.offset.min_required_offset.2d_array.rgba8.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d.rgba8.*
dEQP-GLES31.functional.texture.gather.offset.implementation_offset.2d_array.rgba8.*
(without texture_swizzle)
Change-Id: Id0f411257b64c8a97428f16b1a86950ec6d36e2f
Reviewed-on: https://chromium-review.googlesource.com/1237303
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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b36a4816
|
2018-09-25T10:15:11
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Vulkan: Add OpenGL line segment rasterization.
Line rasterization rules are implemented using a shader patch. The
patch does a small test and discards pixels that are outside of the
OpenGL line region.
The feature is disabled on Android until we can determine the root
cause of the test failures.
Bug: angleproject:2598
Change-Id: Ic76c5e40fa3ceff7643e735e66f5a9050240c80b
Reviewed-on: https://chromium-review.googlesource.com/1120153
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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74c179bb
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2018-09-24T10:53:23
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Vulkan: Refresh descriptor sets on driver uniform change.
In some state change scenarios the driver uniforms would be updated but
not reapplied to the current state. Fix this by setting the descriptor
sets dirty when we dirty the driver uniforms.
Includes a test using gl_DepthRange. Also fixes a bug with the upcoming
line segment rasterization emulation.
Bug: angleproject:2598
Bug: angleproject:2845
Change-Id: Ia66f3c86f9770ceb145069eec879fd8725111a76
Reviewed-on: https://chromium-review.googlesource.com/1240413
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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c55aefe3
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2018-08-28T19:59:00
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ES31: Support atomic functions on D3D11 - Part III
This patch is the third one to support atomic functions on D3D11.
In this patch we enable support for atomic function returns outside of
assignments (e.g. part of arithmetic operations or to index into arrays) and
when used directly initialize a variable.
Note that we are still missing the functionality to be tag loops with
[allow_uav_condition] as required by InterlockedCompareExchange.
BUG=angleproject:2682
TEST=angle_end2end_tests
Change-Id: Ia409ebb10621fd5c514cf6c76f366a320a9d9fc1
Reviewed-on: https://chromium-review.googlesource.com/1208317
Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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a977acc8
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2018-09-19T12:46:05
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ES31: Support translating textureGather into HLSL - Part I
This patch is the first one in the series of supporting GLSL texture
function textureGather/textureGatherOffset on D3D11.
According to ESSL 3.1 SPEC (Chapter 8.9.3, Page 130), the definition
of textureGather on sampler2D is:
gvec4 textureGather (gsampler2D sampler, vec2 P[, int comp])
The parameter "comp" is optional, and if it is specified, the value
of "comp" must be a constant integer expression with a value of 0, 1,
2, or 3, identifying the x, y, z, or w postswizzled component of the
four-component vector lookup result for each texel, respectively. If
comp is not specified, it is treated as 0.
According to the definition above, textureGather is equivalent to
Texture2D.Gather[Red|Green|Blue|Alpha] in HLSL, where we can use a
switch-case expression to choose the right HLSL texture function.
The features listed here will be implemented in the following patches:
1. Support textureGatherOffset
2. Support textureGather[Offset] on isamplers and usamplers
3. Support textureGather[Offset] on textures when swizzle is on
4. Support textureGather[Offset] on shadow samplers
BUG=angleproject:2826
TEST=dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.*
dEQP-GLES31.functional.texture.gather.basic.cube.rgba8.*
(without texture_swizzle)
dEQP-GLES31.functional.texture.gather.basic.2d_array.rgba8.*
(without texture_swizzle)
Change-Id: Iff2ed4f8b65dad613cb0bafdfd19f8f0528e832c
Reviewed-on: https://chromium-review.googlesource.com/1232980
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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017bda42
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2018-09-14T18:11:50
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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>
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2da04538
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2018-08-24T13:59:44
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Add sampler2DMSArray support to HLSL output
This is done with small adjustments to TextureFunctionHLSL. Most of
the functionality was already in place before.
This changes the categorization of sampler types in BasicTypes.h
helper functions: 2D array samplers are no longer treated as 2D
samplers, but the two categories are now entirely disjoint. This
makes TextureFunctionHLSL a little bit simpler.
BUG=angleproject:2775
TEST=angle_unittests, angle_end2end_tests
Change-Id: I84d9b56c37b1aaa01ee5921b6f17f8a78698fce2
Reviewed-on: https://chromium-review.googlesource.com/1188562
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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8e9d2340
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2018-09-10T13:29:37
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Vulkan: Fix FragCoord scaling when a viewport is applied.
We were using the pivot based on the viewport dimensions which is
only valid if the viewport is the size of the framebuffer. The more
correct pivot size is actually based on the Framebuffer height.
Also updates the driver uniforms block to be a bit simpler.
Bug: angleproject:2598
Change-Id: I1cb500cded7141d10e8db6862b6ed29758cc7fb4
Reviewed-on: https://chromium-review.googlesource.com/1214205
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
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a735ee2f
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2018-05-18T13:29:09
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ES31: Support shader storage block in D3D11 compiler - Part1
This patch is the first step to implement a basic skeleton to translate
shader storage block to HLSL RWByteAddressBuffer.
In GLSL each shader storage block is just one structured block and in API side
it corresponds to a buffer range where stores the whole structure.
RWStructuredBuffer is an array-like object and can have many structured
elements. The structured element doesn't support unsized array and also have
a small limitation on the element size. So we choose RWByteAddressBuffer as
the counterpart of shader storage block in HLSL.
Due to RWByteAddressBuffer does not support using an index to reference a
specific location, we must use Load and Store to process the read/write
operation of a buffer variable. Moreover, in the compiler tree, since we
can't use variable name to get the resource value in RWByteAddressBuffer,
we have to calculate the offset of buffer variable in a shader storage block,
then call the corresponding wrapper function to get the right value.
In this patch, we only process below situations:
assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
The translation is like below:
// GLSL
#version 310 es
layout(local_size_x=8) in;
layout(std140, binding = 0) buffer blockA {
float f[8];
} instanceA;
layout(std140, binding = 1) buffer blockB {
float f[8];
};
void main()
{
float data = instanceA.f[gl_LocalInvocationIndex];
f[gl_LocalInvocationIndex] = data;
}
// HLSL
RWByteAddressBuffer _instanceA: register(u0);
RWByteAddressBuffer _blockB: register(u1);
float float_Load(RWByteAddressBuffer buffer, uint loc)
{
float result = asfloat(buffer.Load(loc));
return result;
}
void float_Store(RWByteAddressBuffer buffer, uint loc, float value)
{
buffer.Store(loc, asuint(value));
}
void gl_main()
{
float _data = float_Load(_instanceA, 0 + 16 * gl_LocalInvocationIndex);
float_Store(_blockB, 0 + 16 * gl_LocalInvocationIndex, _data);
}
We will do below things in the following patches:
1. Modify the intermediate tree to flatten all ssbo usages to:
assign_to_ssbo := ssbo_access_chain = expr_no_ssbo;
assign_from_ssbo := lvalue_no_ssbo = ssbo_access_chain;
e.g.
intanceA.a +=1;
->tmp = intanceA.a;
intanceA.a = tmp + 1;
while(++instanceA.a < 16) {
}
->
int PreIncrement(out int a)
{
a += 1;
return a;
}
tmp = instanceA.a;
while(PreIncrement(tmp) < 16) {
instanceA.a = tmp
}
2. Add offset calculation for structure and array of arrays.
TODOs have been marked in the corresponding places in this patch.
3. Improve helper functions so that they can process all possible types.
TODOs have been marked in the corresponding places in this patch.
4. Process the swizzle situation.
TODOs have been marked in the corresponding places in this patch.
A possible method is to extend current helper functions like below:
*_Load(RWByteAddressBuffer buffer, uint loc, bool isSwizzle, uint4 swizzleOffset)
Bug: angleproject:1951
Test: angle_end2end_tests
Change-Id: I68ae68d5bb77d0d5627c8272627a7f689b8dc38b
Reviewed-on: https://chromium-review.googlesource.com/848215
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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fb19e084
|
2018-09-06T15:39:09
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Vulkan: Correct gl_FragCoord with default FBO.
The viewport flipping we use would give incorrect values. Correct
them using the same logic we do for gl_PointCoord.
Also corrects the viewport scale driver uniform. It was not being
updated after the draw framebuffer setting was adjusted.
Also corrects the naming of the replaced builtin variables so it
can't possibly conflict with a user variable.
This was affecting the OpenGL line raster emulation.
Bug: angleproject:2598
Change-Id: I843b5ac7b02160a5ec81a6f8ed2d937b0937198b
Reviewed-on: https://chromium-review.googlesource.com/1208515
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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dff32a0d
|
2018-08-28T14:35:50
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Support multisample arrays in shader programs
The added tests check that using textureSize() and texelFetch() on
textures with a fixed point format return expected results. texelFetch
is also covered for integer format textures.
dEQP GLES 3.1 tests also cover a variety of multisampled array texture
formats.
BUG=angleproject:2775
TEST=angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: I99b422e24b39e3563ed72f0fb85c9c1907df807d
Reviewed-on: https://chromium-review.googlesource.com/1196521
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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70a4ef10
|
2018-08-30T15:55:41
|
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Vulkan: Fix depth range scaling.
We were using a formula that didn't work for some of the clipping
tests.
Bug: angleproject:2601
Change-Id: I60d965c2701656ad590c3b250c2cc777fb432421
Reviewed-on: https://chromium-review.googlesource.com/1194919
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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f0d0408a
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2018-08-28T16:02:13
|
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Use OES_texture_storage_multisample_2d_array
There's an OES extension for multisample texture arrays,
OES_texture_storage_multisample_2d_array. Change references from
ANGLE_texture_multisample_array to the native extension in the shader
compiler.
ANGLE still needs to have robust behavior for out-of-range texel
fetches that's not found in the original extension, but this does not
need to be spelled out in the extension spec.
BUG=angleproject:2775
TEST=angle_unittests
Change-Id: Ie80ae767cc92ccaf7389af28789f45547f86978f
Reviewed-on: https://chromium-review.googlesource.com/1193266
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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3e217f65
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2018-08-28T16:55:20
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Rename UniformHLSL to ResourcesHLSL
In future, atomic counter and shader storage block will be added into UniformHLSL since
they all need the UAV register. So this change renames UniformHLSL to ResourcesHLSL.
Bug: angleproject:1951
Change-Id: Ie9eda090763fbb516468c138e65e111eb12fe514
Reviewed-on: https://chromium-review.googlesource.com/1193322
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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1e1b731a
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2018-08-28T13:27:23
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Vulkan: Clean up point coord translation.
Use - 0.5 instead of + -0.5 in FlipGLPointCoord.
Bug: angleproject:2673
Change-Id: I819dcc45f9098ea64085eb71af8920fe99b67c62
Reviewed-on: https://chromium-review.googlesource.com/1194454
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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8ca60805
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2018-08-23T14:10:02
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Add 2D MS array sampler support to compiler
This also places textureSize(gsampler2DMS) correctly in the ESSL 3.10
builtins instead of ESSL 3.00 builtins.
BUG=angleproject:2775
TEST=angle_unittests
Change-Id: Ieb0f7a7424a5558a5569af6d4fcbcc9b12ec9840
Reviewed-on: https://chromium-review.googlesource.com/1186466
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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35bc74d6
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2018-08-03T14:07:59
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ES31: Support atomic functions on D3D11 - Part II
This patch adds the support of translating atomicExchange and
atomicCompSwap without return value on D3D11 back-ends.
As the last parameter of the HLSL intrinsic functions
InterlockedExchange and InterlockedCompareExchange is not optional,
when there is a call of either atomicExchange or atomicCompSwap
without return value, we add a temporary variable for it, so that
we can directly translate all of such calls in outputHLSL.cpp.
BUG=angleproject:2682
TEST=angle_end2end_tests
Change-Id: I7e9c6d3c7d1846c865909b2f5a26592846c82582
Reviewed-on: https://chromium-review.googlesource.com/1161744
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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203b26f2
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2018-07-25T10:30:43
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ES31: Translate compute shader HLSL system variables in compile time
This patch moves the implementation of translating compute shader
builtin variables from link time to compile time.
Unlike graphics shaders that require the information from other
shader stages, we actually have enough information to translate
compute shader builtin variables in compile time.
Many redundant codes in DynamicHLSL have been removed after this
refactor.
BUG=angleproject:1442
Change-Id: I7458006785ff966a00a3825610adc5566652c75e
Reviewed-on: https://chromium-review.googlesource.com/1149609
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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76301e09
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2018-07-19T11:48:30
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Vulkan: Fix compound nested sampler struct params.
Replace the struct type of binary and symbol parameter nodes with a
lookup of the struct type in the tree.
Bug: angleproject:2494
Change-Id: I1e892e0f1b1f97302d1cdce1035f51c01d0efd9e
Reviewed-on: https://chromium-review.googlesource.com/1135695
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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06235df9
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2018-07-20T14:26:07
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Make HLSL shaders use only one main function
Instead of having separate main() and gl_main() functions in HLSL
shaders, add initializing outputs and inputs directly to the main
function that's in the AST.
This works around some HLSL bugs and should not introduce name
conflicts inside main() since all the user-defined variables are
prefixed.
BUG=angleproject:2325
TEST=angle_end2end_tests
Change-Id: I5b000c96aac8f321cefe50b6a893008498eac0d5
Reviewed-on: https://chromium-review.googlesource.com/1146647
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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da41ac69
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2018-07-19T16:45:32
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Fix decorating ViewID_OVR in HLSL output
ViewID_OVR should not be decorated in HLSL output since it is an
internal variable. Make sure that DecorateVariableIfNeeded() is used
for varyings instead of just Decorate() so that the internalness is
checked correctly and ViewID_OVR doesn't get decorated.
This avoids possible name conflicts between the internal ViewID_OVR
and any user-defined variables named ViewID_OVR.
BUG=angleproject:2062
TEST=angle_end2end_tests, angle_unittests
Change-Id: I9ed9876d4b2c760e7a11b0b270a2190993e840e5
Reviewed-on: https://chromium-review.googlesource.com/1143398
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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e835609c
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2018-07-12T12:36:47
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Vulkan: Implement gl_DepthRange support using driver uniform
Bug: angleproject:2592
Change-Id: Iec3d111df4d8e5cef205c8afb177f0514ffac5c8
Reviewed-on: https://chromium-review.googlesource.com/1135448
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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1283ef62
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2018-07-12T10:15:42
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translator: Add TIntermPreprocessorDirective.
This new node type can be used to inject preprocessor directives into
the intermediate tree. Outputting the preprocessor directive is easy
for the GLSL back-end. This can be used to implement workarounds such
as the OpenGL line rasterization rules on Vulkan.
Also fixes the build that was broken on Win/x64 with a prior change and
makes more methods in IntermNode.h const.
Bug: angleproject:2598
Change-Id: Ifd6d0ac7912ccf2137997bb9a0187fd063023d5e
Reviewed-on: https://chromium-review.googlesource.com/1133420
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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