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e3db3d20
|
2020-09-02T12:29:28
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|
Revert "Make copyTexImage2D robust when source area is out of bounds"
This reverts commit e1e6f2940c25b3899a13f9f76815ddbb2d00e245.
Reason for revert: This fix is incorrect, it ends up being a noop. Reverting this first before landing a different fix.
Original change's description:
> Make copyTexImage2D robust when source area is out of bounds
>
> Whenever the source area of the texture being copied is out of
> bounds and robust resource init is enabled, it is necessary to
> clear the invalid portion of the source area to 0 in the copy
> operation.
>
> Bug: angleproject:3930
> Change-Id: If1605b917097006c37e7d59c66babbc32d0ba6d8
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2378004
> Reviewed-by: Geoff Lang <geofflang@chromium.org>
> Reviewed-by: back sept 10 - Jamie Madill <jmadill@chromium.org>
> Commit-Queue: Alexis Hétu <sugoi@chromium.org>
TBR=sugoi@chromium.org,geofflang@chromium.org,jmadill@chromium.org,sugoi@google.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: angleproject:3930
Change-Id: I9e37a3f739eb7ce5d6d6ab5ca59d11ce9aae8483
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2388718
Reviewed-by: Alexis Hétu <sugoi@chromium.org>
Commit-Queue: Alexis Hétu <sugoi@chromium.org>
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e1e6f294
|
2020-08-26T15:06:25
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|
Make copyTexImage2D robust when source area is out of bounds
Whenever the source area of the texture being copied is out of
bounds and robust resource init is enabled, it is necessary to
clear the invalid portion of the source area to 0 in the copy
operation.
Bug: angleproject:3930
Change-Id: If1605b917097006c37e7d59c66babbc32d0ba6d8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2378004
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: back sept 10 - Jamie Madill <jmadill@chromium.org>
Commit-Queue: Alexis Hétu <sugoi@chromium.org>
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ea3f501e
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2020-08-18T11:13:33
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Feedback Loop Redesign 3/3: Remove feedback loop tracking.
We now we detect feedback loops by tracking the Framebuffers that the
Texture is bound to. We still have the old tracking method that counts
sampler and image bindings in the code as well.
This CL removes the old front-end tracking for feedback loops. It's no
longer used by any back-ends. This removal should reduce CPU overhead
around Texture and Program binding changes. Reverts the image binding
tracking to the simpler scheme that tracks if a Texture has ever been
bound as an Image. This should practically have little or no perf
effect and we can reinstate some simpler tracking in the future if
required.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: Idc625d6e4c519919f97a4dc72dd9c35d262706fb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2363210
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
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e689d316
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2020-08-14T22:51:03
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|
Vulkan: Don't end RenderPass on DS feedback loops.
Instead of always switching the Framebuffer to mask out depth/stencil
loops we now switch the RenderPass to a "read-only" depth/stencil mode.
Reduces the RenderPass count in Manhattan from 18->15. There are still
a couple extra RenderPasses inserted that we can get rid. We can merge
a few RenderPasses by retroactively changing a started RenderPass to
"read-only" when there are no prior recorded depth writes or clears.
Also adds a test to count the number of RenderPasses ANGLE generates in
DS feedback loop situaions.
Bug: angleproject:4959
Change-Id: I1855a45959655fc27ccd47a3469c1c672fc8fd9e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2357973
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
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185d9d08
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2020-08-14T22:48:15
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Re-land "Feedback Loop Redesign 2/3: Track bound FBOs in Texture."
Re-land fixes the crash when drawing with no bound Program executable.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
This CL adds a small vector class to gl::Texture which tracks all the
Framebufer Serials of its bound Framebuffers. We can use this set to
quickly check if there's any potential feedback loop between the a FBO
and this Texture.
We also update the feedback loop check to use this new method. We will
be able to remove the old counting method when we switch the Vulkan
feedback loop handling to use the new tracking in this CL.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: If2bd25b08298a99f5e64b4055137f9154b0f0860
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365595
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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f6fb6da8
|
2020-08-19T21:04:35
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|
Revert "Feedback Loop Redesign 2/3: Track bound FBOs in Texture."
This reverts commit 699bcde0b729853f33474941a313f6d5c9e63faf.
Reason for revert: Breaking GLES2WebGLDecoderPassthroughTest.DrawArraysInstancedANGLEEnablement. Here is a sample build : https://ci.chromium.org/p/chromium/builders/ci/Win10%20FYI%20x64%20Release%20%28NVIDIA%29/4240
Original change's description:
> Feedback Loop Redesign 2/3: Track bound FBOs in Texture.
>
> Currently we track feedback loops by counting the times a Texture is
> bound as a sampler or image in a particular context. This is a bit
> tricky because Texture bindings change frequently. Relative to the
> number of times we need to check for a feedback loop this causes excess
> overhead.
>
> Usually Framebuffers have a low number of Textures bound (in many cases
> just 1). And Textures aren't usually bound to many different FBOs. So
> instead of counting the number of times a Texture is bound as a sampler
> or image we will track the Framebuffers that the Texture is bound to.
>
> This CL adds a small vector class to gl::Texture which tracks all the
> Framebufer Serials of its bound Framebuffers. We can use this set to
> quickly check if there's any potential feedback loop between the a FBO
> and this Texture.
>
> We also update the feedback loop check to use this new method. We will
> be able to remove the old counting method when we switch the Vulkan
> feedback loop handling to use the new tracking in this CL.
>
> Bug: angleproject:4500
> Bug: angleproject:4959
> Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850
> Reviewed-by: Tobin Ehlis <tobine@google.com>
> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
TBR=tobine@google.com,courtneygo@google.com,jonahr@google.com,jmadill@chromium.org
Change-Id: Ica795036895652add37ac8ed319031f9d5a321ac
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:4500
Bug: angleproject:4959
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365077
Reviewed-by: Khushal <khushalsagar@chromium.org>
Commit-Queue: Khushal <khushalsagar@chromium.org>
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699bcde0
|
2020-08-14T22:48:15
|
|
Feedback Loop Redesign 2/3: Track bound FBOs in Texture.
Currently we track feedback loops by counting the times a Texture is
bound as a sampler or image in a particular context. This is a bit
tricky because Texture bindings change frequently. Relative to the
number of times we need to check for a feedback loop this causes excess
overhead.
Usually Framebuffers have a low number of Textures bound (in many cases
just 1). And Textures aren't usually bound to many different FBOs. So
instead of counting the number of times a Texture is bound as a sampler
or image we will track the Framebuffers that the Texture is bound to.
This CL adds a small vector class to gl::Texture which tracks all the
Framebufer Serials of its bound Framebuffers. We can use this set to
quickly check if there's any potential feedback loop between the a FBO
and this Texture.
We also update the feedback loop check to use this new method. We will
be able to remove the old counting method when we switch the Vulkan
feedback loop handling to use the new tracking in this CL.
Bug: angleproject:4500
Bug: angleproject:4959
Change-Id: I84a2f0ed8480d1da63d5879e0e56a8be4af4e735
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358850
Reviewed-by: Tobin Ehlis <tobine@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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48ba75ac
|
2020-08-06T15:26:53
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|
Remove TextureCommand
TextureCommand::GenerateMipmap can be moved into gl::Command allowing us
to remove TextureCommand.
Bug: angleproject:4753
Test: CQ
Change-Id: Idc546df519e199ffd3a8b8e03b9868cd9152e9ef
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2338823
Commit-Queue: Tim Van Patten <timvp@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
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fc4bd898
|
2020-08-03T16:29:06
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|
Vulkan: Support ANGLE_external_objects_flags
With this extension, it is possible to import Vulkan images into ANGLE
(similar to EXT_external_objects) while specifying the Vulkan create and
usage flags used to create that image. This can be used by the
application to drop usage flags it does not need to improve performance,
or add create flags as it requires.
Bug: angleproject:4912
Bug: fuchsia:52759
Change-Id: Ia568973b19670999dd0e69f6ac5548e8ef0c3eec
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2335020
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Michael Spang <spang@chromium.org>
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be6a1d87
|
2020-07-29T10:15:28
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Add texture serialization capability
Serializes textures' states stored on CPU.
Gets textures' contents at every mipmap level from GPU then
serialize them.
Adds texture serialization to serializeContext method so that capture
replay regresssion testing now compares the states of texture too.
Bug: angleproject:4817
Change-Id: I87670fdc744f96d4ff244462dee1a065de44f9b7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2325029
Commit-Queue: Manh Nguyen <nguyenmh@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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0df0b79c
|
2020-07-17T16:26:21
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|
Vulkan: Optimize changing texture max level
For applications that frequently change the texture max level, to a
value that is a subset of the texture's maximum levels, just recreate
the VkImageView's.
Test: NBA 2K20 game play
Bug: b/160976091
Change-Id: I62a05a90cdb90147056ba8cec960c2114479ec37
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2300532
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Ian Elliott <ianelliott@google.com>
|
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b772a955
|
2020-06-16T23:32:47
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|
Vulkan: Make texture syncState aware of upcoming generateMipmap
By letting TextureVk::syncState know it's being called for
generateMipmap, it can make a better decision to initialize the image:
- Staged updates to mips that are going to be overwritten are dropped
- The image is created with full mipchain to avoid a redefine in the
following generateMipmap() call.
Bug: angleproject:4551
Change-Id: Ic70ee6c0a0b29c7bd62beaff612b2f2d5276defb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2249340
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
|
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8f6d1af9
|
2020-03-19T14:35:48
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|
Vulkan: Implement EXT_texture_format_sRGB_override
Implemented support for EXT_texture_format_sRGB_override
This is done by creating new imageviews for textures with sRGB
overridden that reinterpret the format to its sRGB counterpart.
As preparation for this, textures that use this feature are
reallocated with VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT. This will
have a performance cost for textures that use this feature, but
should have no performance cost for regular textures, since they
will not have this bit set.
Bug: angleproject:4561
Test: angle_end2end_tests --gtest_filter=SRGBTextureTest.*Vulkan*
Change-Id: Iba25f1f2b0a7227959c1cb4ba6e3ca8311c20d06
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2152145
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Tim Van Patten <timvp@google.com>
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|
712fea9a
|
2020-05-06T15:45:25
|
|
Sync state when calling getTexImage
ANGLE's mid-execution capture was failing after changes to
defer clears. There were still textures with pending updates
and dirty bits after SwapBuffers. This caused our calls to
Texture::getTexImage to assert.
This was due to a bug where getTexImage was not syncing state.
This change makes the function non-const so that it can update
state directly.
TBR=cnorthrop@google.com,courtneygo@google.com,jmadill@chromium.org
Test: Manhattan MEC
Bug: angleproject:4517
Change-Id: I717ad44cfc60ae0d4483721f1c91e47c5dda3939
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2186170
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
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1c95795f
|
2020-04-03T14:49:45
|
|
Use ImageIndex in ensureSubImageInitialized.
Passes an already initialized struct so we don't need to separately
pass a level and layer.
Also removes some redundant gl:: prefixes in Texture.cpp and adds a new
helper function doesSubImageNeedInit.
Refactoring change only.
Bug: angleproject:4517
Change-Id: Ib2d8a5c9ceaada03cc8d299adcb5aed53a0cf13c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2135928
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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c9c4e4ed
|
2020-04-02T10:29:52
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|
Track rendering feedback loops by-context.
This fixes an issue where feedback loops detection would trigger false
positives based on texture use in multiple contexts.
1) there are two contexts, C1 and C2, sharing resources
2) in C1, there is a texture T bound to GL_TEXTURE_2D, and a program in
use that will sample C1
3) in C2, a framebuffer is created and T is bound to it
This fix indexes each set of active bindings in an object by ContextID.
We can potentially redo this solution in the future if this proves to
have too much tracking overhead.
Includes a test writen by Ken Russell.
Bug: angleproject:4517
Change-Id: I67012e68947c42d863dca193972576c82d5f3712
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2134406
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
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e4aa679c
|
2020-04-01T17:46:31
|
|
Texture: Pass explicit unpack buffer to setImage.
This will allow us to call setImage internally even if there's an
unpack buffer bound. Useful when implementing robust resource init with
copyTexImage in some edge cases.
Bug: angleproject:4517
Change-Id: I7e8e9536ab9222c620e572f7b6c20b08fa29d646
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2133088
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
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b91d2630
|
2020-03-24T13:17:58
|
|
Speculative fix for assertion failure with samplers.
This was crashing for example here:
https://chromium-swarm.appspot.com/task?id=4b174a9710848410
https://chromium-swarm.appspot.com/task?id=4b214baec2ee7e10
With this stack:
libglesv2!gl::TextureState::isBoundAsSamplerTexture
libglesv2!gl::Texture::onUnbindAsSamplerTexture
libglesv2!gl::State::unsetActiveTexture+0x9
libglesv2!gl::State::updateActiveTextureState+0x2d2
libglesv2!gl::State::updateActiveTexture+0x3aa
libglesv2!gl::State::setSamplerTexture+0x4a1
libglesv2!gl::Context::bindTexture+0x1ab
libglesv2!gl::BindTexture+0x99
chrome!GrGLFunction+0x1f
chrome!GrGLGpu::bindTexture+0x1a0
chrome!GrGLProgram::bindTextures+0x1b9
chrome!GrGLOpsRenderPass::onBindTextures+0x50
chrome!GrOpsRenderPass::bindTextures+0x106
chrome!GrOpFlushState::bindTextures+0xf
chrome!`anonymous namespace'::FillRectOp::onExecute+0xd3
It's unclear how we could end up with a Texture bound that doesn't go
through the normal setter functions. I did see a potential hole where
textures might not get an unbind call when a Context is torn down. This
could lead to bugs in multi-context situations.
This protects the set/unset functions in a helper class to ensure we
always call onBind/onUnbind and forces the destructor to call unbind.
Bug: angleproject:4490
Change-Id: Ied64e02bbe3a37efcab6cbdd4bf2d1b6dcb8b3ac
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2118254
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
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|
1c88cf27
|
2020-03-18T18:00:01
|
|
Add optimized rendering feedback loop tracking.
This can be used both for WebGL and the Vulkan back-end workaround for
Manhattan. Uses the recently added tracking for Textures being bound as
samplers. Then caches this information in the Framebuffer using the
Subject/Observer pattern.
Bug: angleproject:4490
Change-Id: I08bef0a1b95c4333da19c2dae1f02a993e5835e1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2109335
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
62b72552
|
2020-03-20T07:51:26
|
|
Add support for EXT_EGL_image_external_wrap_modes
Allows for more wrap modes to TEXTURE_EXTERNAL_OES textures
Test: angle_end2end_tests --gtest_filter=ExternalWrapTest.*
Bug: angleproject:4443
Change-Id: I37bde091b166d7471c13c14fd6b0174136b52ecf
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2103433
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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b1eb44bf
|
2020-03-18T15:33:13
|
|
Track if a Texture is bound as a sampler.
This will more easily allow us to detect rendering feedback loops.
We'll need to support feedback loops to enable Manhattan.
Bug: angleproject:4490
Change-Id: I442deebd89dcf0139411688eaa204c5e5b2c2799
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2109334
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
|
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e54f7ed7
|
2020-03-17T18:20:44
|
|
Capture/Replay: Fix compressed texture subImage caching.
The prior code was caching the last subImage data. In fact we should be
caching and updating a pixel rectangle. Multiple subImage calls will
update the same rectangle until the final capture call sets up the
replay with the complete initial data.
This was causing an issue with Manhattan and the initial data for 3D
compressed textures. Manhattan uploads these one layer at a time. So
the prior code was trying to pass a single layer's data to the subImage
call for the entire level.
Bug: angleproject:4488
Change-Id: I76765dcea884f9d8ea07908c44e97578ddb0ff0d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2107761
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
|
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33bdab77
|
2020-03-12T11:42:13
|
|
Vulkan: Handle VK image being both a GL texture and GL image
Address a shader that uses the same texture as both a GL texture
(e.g. using a sampler) AND as a GL image (e.g. using imageLoad or
imageStore). The barrier and descriptor set created by
ContextVk::handleDirtyTexturesImpl() are wrong (read-only). This is
fixed by having ContextVk::handleDirtyTexturesImpl() look up if the
image is also being used as an image texture, and if so, use the
layout that should be used in that case.
Bug: angleproject:4413
Change-Id: I75684e1cfc7ed74296802ab6e31468d81625d4a5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2099311
Commit-Queue: Ian Elliott <ianelliott@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
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df415528
|
2019-10-24T09:22:39
|
|
Vulkan: Enable VK_IMAGE_USAGE_STORAGE_BIT when it is needed
VK_IMAGE_USAGE_STORAGE_BIT is always enabled for vkImage, this
increases memory bandwidth in some platforms.
This CL changes the behavior to enable VK_IMAGE_USAGE_STORAGE_BIT
when necessary.
Bug: angleproject:3904
Test: angle_end2end_tests
Test: angle_deqp_gles2_tests
Change-Id: I8ffd37efa8d99d04328fa6232de0755be3273d9e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1857799
Commit-Queue: Sunny Sun <sunny.sun@arm.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
dfc20daf
|
2019-10-28T13:51:42
|
|
Plumb more logic for ANGLE_get_image.
Also implements and tests validation / negative API.
Bug: angleproject:3944
Change-Id: I3385a4255f4fab6a12eee2abfa5ffcce2107359a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1879961
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
|
|
052167bc
|
2019-08-13T14:09:04
|
|
Vulkan: Mipmap is unconditionally enabled in ANGLE
ANGLE always enables the Mipmap. The fix does redefining
the image with mipmaps and replace the origin one only
when it is necessary.
Bug: angleproject:3737
Change-Id: Ia33a16fd7feae303fb114988059c4eec58c4232d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1750627
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Ian Elliott <ianelliott@google.com>
|
|
f703443b
|
2019-09-21T14:10:35
|
|
Use Resource IDs in RefCountObject.
This lets us use strongly typed IDs pretty much everywhere. Only one or
two additional places still use GLuint IDs. Mostly for external queries
and for Framebuffer Attachments.
With some clever type reflection helpers lets us define a single
template function for handling operator== and != for resource IDs.
Refactor in preparation for more Capture/Replay work.
Bug: angleproject:3611
Change-Id: I1c0c848e89eb8a4b769714d57686f816daf01634
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1815550
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tobin Ehlis <tobine@google.com>
|
|
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>
|
|
bc0a7b58
|
2019-08-05T09:26:23
|
|
Add support for sampling stencil texture
Suspect a potential driver issue with integer sampling from stencil so
skip dEQP-GLES31.functional.stencil_texturing.misc.compare_mode_effect
in the expectations file. Will follow-up with more directed tests.
Also skip dEQP-GLES31.functional.stencil_texturing.misc.base_level
Blocking Bug: angleproject:3148
Test:
dEQP-GLES31.functional.stencil_texturing*
Bug: angleproject:3575
Change-Id: I9547406b44ec16629631c1bf50907e6a24f1a20e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1736946
Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
2ab08edc
|
2019-08-12T16:20:21
|
|
Use TextureID in place of GLuint handles.
Bug: angleproject:3611
Change-Id: Ie6156e8732b3ca4dc6c4439c059a5481a4dfd250
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1738753
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
44168468
|
2019-06-20T09:50:23
|
|
Vulkan: Sync image in TextureVk::syncState.
We can use the DIRTY_BIT_IMPLEMENTATION internal dirty bit in the
gl::Texture class to force calls to ContextVk::syncState. In syncState
we can ensure we call ensureImageInitialized before we get to the
ContextVk. This in turn means we can remove some of the command graph
breaks from TextureVk.
We need to make sure the dirty bits are propagated to EGL Image
siblings with this method. This fixes a potential implementation issue
with EGL images with the GL back-end.
Also makes a state change test a little better by removing some of the
VAO and program init calls before the draw.
Improves perf on the texture change microbenchmark by 12.5%.
Bug: angleproject:3539
Bug: angleproject:3117
Change-Id: I2b5481690801fa98f859a6c02e3f4b974590cd3d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1663839
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
857880e5
|
2019-05-27T13:39:15
|
|
GL: Add extensions to enable hardware video decode on Android.
The Android SurfaceTexture API has to be initialized with a texture id
which Chrome has to query from an ANGLE external texture. It also
rebinds and sets the texture dimensions on calls to
SurfaceTexture.updateTexImage so ANGLE must be notified about these
changes so that state tracking and validation continue to function.
BUG=967410
Change-Id: I92e9077f75835b088da3a8caffb3ff40e9ad0361
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1630293
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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|
124f78c2
|
2019-06-18T11:48:24
|
|
Remove gl::Context parameter from Observer functions.
It was only used in exactly one instance in VertexArray. Instead we can
cache a bool and avoid needing to pass it around.
Will make signaling dirty easier in the Vulkan back-end.
Bug: angleproject:3539
Change-Id: Ia570aec051a24a5280df49edc4345c54022b46ec
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1663838
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f02a767d
|
2019-04-09T18:45:23
|
|
Vulkan: Implement glTexStorageMem2DEXT
This implements support for creating textures that alias vulkan images
allocated inside external memory.
Bug: angleproject:3289
Change-Id: Iad071f353a217793102ae737647c7cd572f7b0ad
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1552029
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Michael Spang <spang@chromium.org>
|
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e4458b7b
|
2019-04-08T16:26:50
|
|
Fix glCopyTexSubImage3D.
Two bugs were present in our implementation. We were using the y offset
for z in ensureSubImageInitialized. And for our D3D back-end we were
potentially reading from the wrong image index.
Bug: chromium:947342
Change-Id: If39671a911e08fcc641b9ba6f5910e3a2c16eb5d
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1558671
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
5fd08af4
|
2019-03-13T19:35:36
|
|
Sampler state overrides texture state if set
The new validation added in http://crbug.com/809237 failed to consider
that sampler object state overrides texture object state if a sampler
object is bound. State caching makes this complicated to fix.
Fixes WebGL conformance test incompatible-texture-type-for-sampler.html
https://github.com/KhronosGroup/WebGL/pull/2823
Bug: 940080, 809237
Change-Id: I26b0fb35c5630c36248edae80f0298a0cb7e14b8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1522364
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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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>
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dbc605ce
|
2019-01-04T16:39:14
|
|
Vulkan: Optimize VBO state changes.
Also has some minor optimizations for the front-end.
12% improvement on the Vulkan VBO change test.
Bug: angleproject:3014
Change-Id: I38e1a8194edfc14bfe57424be348cb9688e928f4
Reviewed-on: https://chromium-review.googlesource.com/c/1369286
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e4109f27
|
2018-12-13T16:25:53
|
|
WebGL: validate texture format matches sampler type
WebGL requires that drawing produces INVALID_OPERATION if a texture's
format doesn't match the sampler type it is bound to. This is a little
confusing because samplers have two attributes that could be called
"type": addressing mode (2D/3D/Cube), and component format
(float/signed/unsigned/shadow). ANGLE already handled checking the
addressing mode; this change adds checking for the component format.
Fixes WebGL conformance test
conformance2/uniforms/incompatible-texture-type-for-sampler.html
Bug: chromium:809237
Change-Id: I52ebfecd92625e3ee10274cb5f548d7e53de72dd
Reviewed-on: https://chromium-review.googlesource.com/c/1377611
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: James Darpinian <jdarpinian@chromium.org>
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|
c3dc5d48
|
2018-12-30T12:12:04
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|
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>
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|
e3e680ca
|
2018-12-03T17:49:08
|
|
Remove State::syncProgramTextures.
Removes the concept of the program textures dirty object. Instead we
use a set of dirty bits to represent dirty texture samples. We mark
certain textures dirty and update state structures whenever there is
a new Texture/Program/Sampler bound, or when Texture/Program/Sampler
state changes.
This is in preparation for making clearing the uncleared active
textures into a dirty bit as well.
Also includes new dirty bit handling for texture image units. These are
a GLES 3.1 feature.
Bug: angleproject:2966
Change-Id: Ibb8619dd2669bb39fdbcd75e3685be9a8aeeee91
Reviewed-on: https://chromium-review.googlesource.com/c/1346649
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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|
e90d4ee9
|
2018-11-28T14:04:00
|
|
Pass Context to setLabel.
This is useful for triggering a dirty state notification for Textures.
It will lead to improvements for program and texture dirty bits.
Bug: angleproject:2966
Change-Id: Iaba625da8a970a558f7d158bfa2f09c964f6761a
Reviewed-on: https://chromium-review.googlesource.com/c/1347669
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
4f6592fa
|
2018-11-27T16:37:45
|
|
Remove gl::Error.
Removes several TODOs. Only egl::Error remains.
Also slightly decreases binary size.
Bug: angleproject:2491
Change-Id: I3a9d1c22eb0884ca9e37362463fddd0083faf826
Reviewed-on: https://chromium-review.googlesource.com/c/1337462
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@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>
|
|
666818ea
|
2018-11-14T09:54:33
|
|
Use angle::Result in front-end (Part 8)
Refactors the gl::Texture class and a few related methods. Also reduces
binary size by up to 4k.
Bug: angleproject:2491
Change-Id: Ib9a69d7f507b0dce35abb17b90532f812bf43214
Reviewed-on: https://chromium-review.googlesource.com/c/1291845
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
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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>
|
|
79b91407
|
2018-10-04T15:11:30
|
|
Add an extension for querying esimated GPU memory size of resources.
BUG=892288
Change-Id: I56fc3ab00c06d711e1a21eb1ad4b2224126730dc
Reviewed-on: https://chromium-review.googlesource.com/c/1262021
Reviewed-by: Yuly Novikov <ynovikov@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
1c7f08c3
|
2018-10-10T16:13:02
|
|
Inline RefCountObject::release.
Also don't return errors from the object release methods. Not returning
errors reduces the amount of code generated. Also we shouldn't be
exiting early from destructor type functions.
Increases object binding performance.
Bug: angleproject:2877
Change-Id: Ieb8120d885b946915e355419825e1f52f31d7b49
Reviewed-on: https://chromium-review.googlesource.com/c/1270218
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6f755b21
|
2018-10-09T12:48:54
|
|
Use angle::Result in front-end. (Part 1)
This covers most of the hot paths used in draw calls. Gives in the
order of a 5% reduction in draw call overhead.
Bug: angleproject:2491
Change-Id: I2d53afb1163eaceed61fb9cd9ce6c1267c85c0fa
Reviewed-on: https://chromium-review.googlesource.com/c/1258149
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4e6f2aea
|
2018-09-19T11:09:51
|
|
Implement ANGLE_copy_texture_3d Extension
Adds copyTexture3DANGLE and copySubTexture3DANGLE that adds copy
operations on volumetric textures.
Bug: angleproject:2762
Test: angle_end2end_tests
Change-Id: I0076989c2b7ed69abfc73143c325065bdb06a360
Reviewed-on: https://chromium-review.googlesource.com/c/1207216
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f668a4b5
|
2018-09-23T17:01:20
|
|
Skip Texture::syncState when no dirty bits.
We sometimes generate local dirty bits in TextureGL. To make sure the local
dirty bits don't get skipped we use a Subject/Observer pattern between the
TextureGL and gl::Texture. This allows us to skip syncState in the hot path.
Also inlines a couple of other texture functions. And fixes a stray header
in EGLBlobCacheTest.
Bug: angleproject:2763
Change-Id: Ie1d8a5865deaf2a563a358c31ae28bef6b2458b1
Reviewed-on: https://chromium-review.googlesource.com/1228374
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
8a561914
|
2018-09-12T11:03:06
|
|
Pack SamplerState into small struct.
Is much faster for completeness cache checks in syncProgramTextures.
Bug: angleproject:2763
Change-Id: Iffdacbb8a4f6640caa5051643c379a7b4c3311b6
Reviewed-on: https://chromium-review.googlesource.com/1171508
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
0d0fb43f
|
2018-09-07T17:43:32
|
|
Pass unpack buffer as explicit parameter to texSubImage.
This allows us to override it in the incomplete texture init. Any
back-end that used incomplete textures was vulnerable to a bug where
the unpack buffer would be used to initialize the incomplete texture.
Bug: chromium:880906
Change-Id: Ica558e4a4d81de9212f0bc6619ccd812a048ad45
Reviewed-on: https://chromium-review.googlesource.com/1214207
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2eb54074
|
2018-08-22T16:41:26
|
|
Fix EGLImage pixel format validation
This fixes the scenario when EGLImage source and target have different types.
For example, a texture is created with unsigned format using glTexImage2D,
it is used as a source of EGLImage with eglCreateImageKHR,
and then the EGLImage is used to create a renderbuffer target with
glEGLImageTargetRenderbufferStorageOES.
OES_EGL_image doesn't specify what should happen in this case,
but GL implementations (Nexus 5X) seem to allow using this renderbuffer in
glFramebufferRenderbuffer and the resulting framebuffer is complete.
Thus, in this case, instead of checking whether the renderbuffer format
can be used in glFramebufferRenderbuffer, we need to check whether the
original texture can be used in glFramebufferTexture2D.
Similarly in reverse direction.
Also, for the case of source renderbuffer and target texture,
presume that glEGLImageTargetTexture2DOES will succeed regardless of
renderbuffer format.
1. Add isRenderable and isTexturable checks to egl::Image class,
and perform different checks depending on source type.
2. Add isRenderable check to FramebufferAttachment and delegate EGLImage
attachments check to egl::Image.
3. Use these checks in validation of EGLImageTargetTexture2D,
EGLImageTargetRenderbufferStorage and when checking attachment completeness
Bug: angleproject:2567
Change-Id: I8e9f4a2930a4075a4d8464f62582c6825270187e
Reviewed-on: https://chromium-review.googlesource.com/1192585
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9d05b930
|
2018-07-27T15:47:18
|
|
Don't store a ref from an EGL image to its source.
ImageSiblings no longer inherit from RefCountObeject because they may be EGL
or GL objects and should handle their own deletion.
This can cause GL resources to outlive their contexts. When the GL resource
is deleted, simply orphan the image.
BUG=angleproject:2668
Change-Id: I4a5c12bbe6e725f946209f9b48345a4097c9c91c
Reviewed-on: https://chromium-review.googlesource.com/1153601
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f97641c1
|
2018-06-21T19:22:45
|
|
GLES1: Texture parameters
Note: minimum buffer size is now checked for texture parameters in
GLES2.
- Mipmap generation hint
- Crop rect
- Update test expectations
BUG=angleproject:2306
Change-Id: Ib459b8191111732a1326b44f2226b72ca297325a
Reviewed-on: https://chromium-review.googlesource.com/1111575
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Lingfeng Yang <lfy@google.com>
|
|
a8802477
|
2018-05-28T11:17:47
|
|
ES31: Implement FramebufferTextureEXT on OpenGL back-ends
This patch intends to implement FramebufferTextureEXT on OpenGL
back-ends.
1. Support layered framebuffer attachments.
2. Add new framebuffer completeness rules on layered framebuffer
attachments.
3. Support FRAMEBUFFER_ATTACHMENT_LAYERED_EXT as a valid <pname>
parameter of GetFramebufferAttachmentParameteriv.
Note that for an entire level of a cube map:
1. It has no TextureTarget because TEXTURE_CUBE is not a valid
target for TexImage*D.
2. It corresponds to 6 ImageDescs (that represents its faces) in
class Texture, so when the cube map is cube complete, we return
the ImageDesc of its first face, meanwhile we do not allow
querying ImageDesc if it is not cube complete.
BUG=angleproject:1941
TEST=angle_end2end_tests
dEQP-GLES31.functional.geometry_shading.query.framebuffer_attachment_layers
dEQP-GLES31.functional.geometry_shading.query.framebuffer_incomplete_layer_targets
dEQP-GLES31.functional.geometry_shading.layered.*
dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_*
dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_*
Change-Id: I44393b513ec8f1a682fd1c47d3eaa6f3b3fae877
Reviewed-on: https://chromium-review.googlesource.com/1075811
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
4bba74f0
|
2018-04-19T14:40:45
|
|
Refactor Texture::syncState to pass down the Context
Also returning a gl::Error everywhere.
Bug: angleproject:2478
Change-Id: Ic8cae0ee7aee318bb95b3588044c34c62707b578
Reviewed-on: https://chromium-review.googlesource.com/1020083
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Luc Ferron <lucferron@chromium.org>
|
|
c4f27e4b
|
2018-03-31T14:19:18
|
|
Texture: Pass ImageIndex to relevant methods.
The Vulkan back-end will be using this helper struct, so make it
available everywhere. This cleans up a lot of the code for D3D.
Potentially in the future we could generate these in the entry
points if we supported packing multiple arguments into one.
Also changes a few parameter types to GLint for compatibility.
Also updates the Vulkan Texture implementation check the stored
vk::Format on setImage changes.
Bug: angleproject:2318
Change-Id: I57cea4a42483ab51859229517d783b58f206b8e7
Reviewed-on: https://chromium-review.googlesource.com/985203
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
26084d0a
|
2018-04-09T13:44:04
|
|
Vulkan: Create TextureVk's Image lazily.
This defers the actual Image initialization until the Image is used
as either a Framebuffer Attachment or OpenGL Texture object. This
will allow us to construct an Image from multiple sub resources, like
when we're initializing a mip chain, or a cube map texture.
Also adds a helper "hasDepthOrStencilBits" function to angle::Format.
Bug: angleproject:2318
Change-Id: Ife861560216581a90fc6da32a583f69886c7daea
Reviewed-on: https://chromium-review.googlesource.com/985202
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
99d492c2
|
2018-02-27T15:17:10
|
|
Use packed enums for the texture types and targets, part 2
This completes the refactor by using the packed enums in the gl:: layer
and in the backends.
The packed enum code generation is modified to support explicitly
assigning values to the packed enums so that the TextureTarget cube map
faces are in the correct order and easy to iterate over.
BUG=angleproject:2169
Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04
Reviewed-on: https://chromium-review.googlesource.com/939994
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a5d583e9
|
2018-02-08T10:59:05
|
|
GLES1: state: Add crop rect / generate mipmap texparameters
GLES1 has at least two places where all texture objects
can carry more state:
- Crop rectangle, used with glDrawTex
- Generate mipmap parameter, which lets the user
auto-generate mipmaps for textures from a texture
parameter
This CL adds them to the Texture / TextureState classes.
BUG=angleproject:2306
Change-Id: Ia43882d36f166b49a09434e77f8c288478e2a454
Reviewed-on: https://chromium-review.googlesource.com/909579
Reviewed-by: Lingfeng Yang <lfy@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Lingfeng Yang <lfy@google.com>
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|
f0e89be6
|
2017-11-08T14:00:32
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|
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>
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d444255a
|
2018-02-27T22:03:47
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|
Refactor signal utils into Observer pattern.
These types were over-generalized. All use cases featured
arrays of resources attached to single parent resources. The
channel ID is sufficient to identify the child resource in the
parent, and having variadic template arguments wasn't necessary.
Futhermore we can rename these types to use the common Observer
pattern. This should make them more readable to new developers.
Also update some classes to inherit from Subject instead of
having a member Subject. This cleans up the code in a few places.
This should lead to a simpler refactor to allow dependent dirty
bits notifications in the Vulkan back-end.
In the following patch the signal_utils files will be renamed. They
are not renamed in this patch to ensure git history is preserved.
Bug: angleproject:2372
Change-Id: I17a3f2c8d92afd4bb3cba2d378c3a2e8a6d7fb11
Reviewed-on: https://chromium-review.googlesource.com/936690
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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bacaa714
|
2018-01-30T14:01:39
|
|
ES31: support stencil texture via DEPTH_STENCIL_TEXTURE_MODE.
BUG=angleproject:2373
Change-Id: I5edd9db6ef6101b0ad75f71fdcdfbb1261100583
Reviewed-on: https://chromium-review.googlesource.com/936421
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e51ba63b
|
2017-11-21T11:45:25
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|
Optimize Texture initialization tracking with extra caching.
In both Texture and State, track when all images/textures are
initailized so that State::clearUnclearedActiveTextures can early-exit.
Improves performance on the WebGL Aquarium by 26% (23->29 FPS) with 30000
fish.
BUG=angleproject:2188
Change-Id: Ie2860a81d7be19ee87262325d8cf27bde43f80b8
Reviewed-on: https://chromium-review.googlesource.com/782339
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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acf2f3ad
|
2017-11-21T19:22:44
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|
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>
|
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92019431
|
2017-11-20T13:09:34
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|
Make conversion from GL types to native bools consistant.
Some places would compare with "== GL_TRUE" and others with "!= GL_FALSE".
This behaviour is not in the OpenGL spec but "!= GL_FALSE" is the most
standard and follows the same rules as C and C++.
Remove un-necessary validation that params are either GL_TRUE or
GL_FALSE.
Update some internal storage from GLboolean to bool.
BUG=angleproject:2258
Change-Id: I12adbe2d24318a206521ca6ad1099ee7e2bf677e
Reviewed-on: https://chromium-review.googlesource.com/779799
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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05b35b21
|
2017-10-03T09:01:44
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|
D3D11: Lazy robust resource init.
This patch moves the robust resource init logic to the GL front-end.
Instead of initializing texture resources immediately on creation in
D3D11, it defers the clear until before a draw call in some cases, or
skips the update if we can determine if a texture (or other resource)
has been fully initialized.
Currently lazy init is only implemented for Textures, Renderbuffers,
and Surfaces.
Various places where lazy resource init is triggered:
* Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
* Texture operations (SubImage, GenerateMipmap, CopyTexImage)
Some efficiency gains remain to be implemented, such as when a
SubImage call fills the entire object. Similarly for Blit, and a few
other operations. In these cases we can skip lazy init as an
optimization. Edge cases with EGLImage are mostly untested.
BUG=angleproject:2107
Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
Reviewed-on: https://chromium-review.googlesource.com/576058
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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|
71c88b31
|
2017-09-14T22:20:29
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|
Enable [[nodiscard]] for gl::Error.
This forces all return values to be checked for gl::Error.
Requires quite a bit of minor refactoring. I also added a macro to
swallow an error without returning from a function.
We could look at storing the errors in the Context at some point,
since almost always when we're generating errors that we need to
discard we have access to the Context as a parameter.
BUG=angleproject:2150
Change-Id: I457e48a30c002eda0993acbcd3180ba87bf169fb
Reviewed-on: https://chromium-review.googlesource.com/665173
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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06ef36b9
|
2017-09-09T23:32:46
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|
Add top-level state sync for Samplers.
This also reformats the Sampler class to use a shared state struct
with the implementation. It removes the call to sync the sampler
state from the StateManagerGL::setGenericShaderState method, since
it should all be handled at the front-end now.
Also rename 'syncImplState' to 'syncState' methods.
BUG=angleproject:1387
Change-Id: I5f0219b719aee99aaaa486ec188b2af0c9128e6a
Reviewed-on: https://chromium-review.googlesource.com/648054
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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81c2e253
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2017-09-09T23:32:46
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|
Add top-level dirty bits for texture and samplers.
These will have to be fleshed out in the back-ends.
Also currently uses a single bit for all the bindings, and we can
extend this to more fine-grained updates in the future.
This patch implements top-level updates for texture completeness.
Sampler completeness caches are removed from the Texture class, and
replaced by a cache in the gl::State class. The State class also
keeps a channel binding to the bound textures so it can be notified
when textures might change from complete <-> incomplete.
In future CLs we skip updating back-ends if texture state doesn't
change.
BUG=angleproject:1387
Change-Id: If580b4851303c86f3240e62891f5f6047eefb6a2
Reviewed-on: https://chromium-review.googlesource.com/648053
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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8693bdb8
|
2017-09-02T15:32:14
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|
Add a few missing dirty bit cases.
Discovered some of these while investigating Texture dirty bits.
BUG=angleproject:1387
Change-Id: I8b170462bfd283e4b0f9d47b7f7ddbaa7957914d
Reviewed-on: https://chromium-review.googlesource.com/648051
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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96a483bc
|
2017-06-27T16:49:21
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|
Add a ResourceMap class for faster GL resource maps.
This gives a very fast query time for handles that are within a fixed
range. For WebGL, where we don't allow create-on-bind, this will be
100% of the time, unless we create a very large number of resources.
It is implemented as a two-tier map - the first uses a flat array to
index into a handle buffer. The second tier uses a map for out-of-
range values.
BUG=angleproject:1458
Change-Id: I421bb3725cf523918cdfdbfaab035ad0dd3bf82d
Reviewed-on: https://chromium-review.googlesource.com/544684
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
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579d8c7d
|
2017-06-21T14:56:55
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|
Only use the last context for the texture completeness cache.
The frequency of contexts switches is very slow compared to draw calls.
Instead of doing a map lookup, only store the completeness cache for the
last context used with the texture.
BUG=angleproject:2078
Change-Id: Ia24c891e1b5781b61fd463ce70e90d4b394c6f8a
Reviewed-on: https://chromium-review.googlesource.com/542946
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
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4928b7ca
|
2017-06-20T12:57:39
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|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
857c09db
|
2017-05-16T15:55:04
|
|
Add missing completeness checks for texture attachments.
Texture attachments need to validate that the attached mip level is within
the [baseLevel,maxLevel] range and that the texture is complete if the
attached mip level is not the base level.
BUG=722684
Change-Id: I859766506b295638572b75a0e2e9fed168be047a
Reviewed-on: https://chromium-review.googlesource.com/506928
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
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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>
|
|
d75dd26c
|
2017-04-20T17:01:19
|
|
Make ImageSibling inherit from FramebufferAttachment.
Only currently Renderbuffers and Textures can be bound with images.
This makes the relationship explicit, and also ensures that an image
sibling can determine if it's been initialized or not, which is
important for the robust resource init extension with Textures and
EGLImages.
BUG=angleproject:1635
Change-Id: Ie05319cfbfda50f1497cab3f0b9ca64e1bff8955
Reviewed-on: https://chromium-review.googlesource.com/469154
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
4fd95d54
|
2017-04-05T11:22:18
|
|
Stop using FramebufferAttachment::Target.
Target includes the binding (DEPTH/STENCIL/COLOR), which is not useful
for many operations. Simplify this to just passing the mip/layer.
This allows us to stop using this internal struct in other classes.
BUG=angleproject:1635
Change-Id: Ic5a11781bf45fe7835437fa1e363c190b876d453
Reviewed-on: https://chromium-review.googlesource.com/469152
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
6de51858
|
2017-04-12T09:53:01
|
|
Optimize angle::BitSetIterator.
Adds a new custom bitset template to handle packing as many bits as
possible into a single variable. Intelligently select the right class
depending on platform features and bit sizes.
For now, always use a packed 64-bit set on 64-bit, instead of using
a 32-bit set for smaller bitsets.
BUG=angleproject:1814
Change-Id: I3ffef815c15515555833f6fc9302d8a4eee5423b
Reviewed-on: https://chromium-review.googlesource.com/471827
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e4b753ca
|
2017-04-05T11:22:18
|
|
Texture: Add helper to query desc from index.
BUG=angleproject:1635
Change-Id: I0e4b57119bf23d656446a5ded76ba2f62ea74d7f
Reviewed-on: https://chromium-review.googlesource.com/469151
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
67f5ce42
|
2017-04-12T10:32:36
|
|
Fix the texture completeness cache.
Two silly mistakes were landed in 9aded1:
* The cache was not updating the sampler state it was using to compare
against new ones.
* The SamplerCompletenessCache entry was being copied and not updated.
BUG=709980
Change-Id: I1914ed30e24b9e48c4504da164f013a637a0b6c2
Reviewed-on: https://chromium-review.googlesource.com/475752
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
9aded17c
|
2017-04-05T11:07:56
|
|
Invalidate completeness caches when enabling extensions.
Enabling extensions can cause framebuffers and textures to go from
incomplete to complete.
No functional changes from the API surface.
BUG=angleproject:1523
BUG=angleproject:1958
Change-Id: Iff686e1c292f6cf4921d6fffd7eb98bedaba828b
Reviewed-on: https://chromium-review.googlesource.com/468410
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
fc72a073
|
2017-03-24T14:52:39
|
|
Update CHROMIUM_copy_texture entry points to the ES3 versions.
BUG=angleproject:1932
Change-Id: Ia45f8522320af1d747fbfb57468e8b881b033543
Reviewed-on: https://chromium-review.googlesource.com/459101
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
f7bbc8a3
|
2016-11-16T09:57:22
|
|
ES3.1: Implement framebuffer parameters api for opengl part.
Add new framebuffer parameters that can be set with glFramebufferParameteri
and queried with glGetFramebufferParameteriv.
GL_FRAMEBUFFER DEFAULT WIDTH
GL_FRAMEBUFFER_DEFAULT_HEIGHT
GL_FRAMEBUFFER_DEFAULT_SAMPLES
GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS
BUG=angleproject:1594
TEST=angle_unittests
TEST=angle_end2end_tests
TEST=dEQP-GLES31.functional.state_query.framebuffer_default.framebuffer_default*
Change-Id: I425e73a6b798fc7c73841ab98d7c8aabc381133d
Reviewed-on: https://chromium-review.googlesource.com/412126
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
6c1f671b
|
2017-02-14T19:08:04
|
|
Add destroy hooks for several GL objects.
These hooks allow the back-end renderer to free object resources
without having to store pointers to shared device handles for
each and every object. This will allow us to save memory on
back-ends that really care about memory overhead.
There is a downside in that there is more boilerplate in passing
gl::Context handles around everywhere.
BUG=angleproject:1684
Change-Id: I89463bba8d23f92920e8956650cb73c7fc6d66b7
Reviewed-on: https://chromium-review.googlesource.com/426401
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
8897afa1
|
2017-02-06T17:17:23
|
|
Pass Context around to Texture::copyImage.
Passing this through the chain will allow us to have access to the
platform methods, as well as be useful in the future for Vulkan.
BUG=angleproject:1660
Change-Id: I819984fceeb5a2a299aa54e59ef3b428f5f9c91f
Reviewed-on: https://chromium-review.googlesource.com/438684
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bddc46b4
|
2016-12-09T09:50:51
|
|
ES31: Implement multisampled Textures.
Implement TexStorage2DMultisample and getMultisamplefv entry point.
Also modify sample state for Textures and Framebuffers.
BUG=angleproject:1590
TEST=angle_unittests
TEST=angle_end2end_tests
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.sample_position
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_color_2d
TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_depth_2d
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_tex
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_different_sample_count_tex_rbo
TEST=dEQP-GLES31.functional.texture.multisample.negative.fbo_attach_non_zero_level
TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_high_sample_count
TEST=dEQP-GLES31.functional.texture.multisample.negative.texture_zero_sample_count
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_1_texture_2d
TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_4_texture_2d
Change-Id: I8fa7bd4e73b95745858a3e16b1b92004b4a18712
Reviewed-on: https://chromium-review.googlesource.com/414309
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
11b038be
|
2016-11-22T21:24:04
|
|
ES31: Implement glGetTexLevelParameter{i|f}v entry point
BUG=angleproject:1679
TEST=dEQP-GLES31.functional.state_query.texture_level.*
Change-Id: I36cc7406199fc0c3c1585ad48f010d7dba5fe9e4
Reviewed-on: https://chromium-review.googlesource.com/414250
Commit-Queue: Yunchao He <yunchao.he@intel.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
9f09037b
|
2016-12-02T10:20:43
|
|
Change dEQP ES 3.1 expectations from FAIL to SKIP.
UNIMPLEMENTED debug spam was causing the tests time time out. We can mark them
as FAIL again once the dEQP test setup/tear down code doesn't emmit so many
messages.
Implement a couple validation cases for ES 3.1 to greatly reduce the spam.
BUG=angleproject:1647
BUG=angleproject:1442
Change-Id: Ie7b4ac8737a2df1c0ada6ad53154ddf2f37d9c3c
Reviewed-on: https://chromium-review.googlesource.com/415520
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
81c6b577
|
2016-10-19T14:07:52
|
|
Implement GL_EXT_texture_sRGB_decode for GL.
BUG=angleproject:1383
BUG=655247
Change-Id: I409b12e1ae418530576de5ec9ce26b7be5d91650
Reviewed-on: https://chromium-review.googlesource.com/400807
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
22416868
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2016-06-08T16:14:36
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Add dirty bits for internal texture state.
Synchronize TextureGL internal state using the dirty bits.
TexturesBenchmark scores:
Before: 5051
After: 7639
Diff: +51.2%
BUG=angleproject:1386
Change-Id: Id04aef778a47175d1a284564495a646045855b4b
Reviewed-on: https://chromium-review.googlesource.com/393866
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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47110bf4
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2016-04-20T11:13:22
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Implement CHROMIUM_copy_compressed_texture for D3D11.
BUG=angleproject:1356
Change-Id: Id563997d2921cf558c52a781ae66d8bde58d1f2f
Reviewed-on: https://chromium-review.googlesource.com/339847
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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97073d12
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2016-04-20T10:42:34
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Implement CHROMIUM_copy_texture for D3D11.
BUG=angleproject:1356
Change-Id: I70246762411dbeeb3e291e317854139a68d80070
Reviewed-on: https://chromium-review.googlesource.com/339434
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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a3944d4f
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2016-07-22T22:13:26
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Add gl::Format to represent a texture/rb/surface format.
This has a few advantages: it preserves all the information of the
internal format, such as if it is sized or unsized. It also saves
looking up the format multiple times in the table, which should
improve speed in some cases.
The extra sized-ness information will allow us to perform the
correct validation in CopyTexSubImage calls.
BUG=angleproject:1228
Change-Id: I42954771b0a9a968f5d787b8cf6e0af721791855
Reviewed-on: https://chromium-review.googlesource.com/362626
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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dfde6abf
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2016-06-09T07:07:18
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Context: Remove mutable gl::State getter.
This will preserve layering - the API layer doesn't mutate the state
directly, it passes the API call through to the Context. Is also
removes the possiblity of any shenanigans of the Validation layer
changing the GL state.
Also, this CL refactors a few validation entry points to take
ValidationContext instead of Context. ValidationContext will be the
correct way to interact with the gl::Context in the Validation code.
Finally, additional refactorings make ContextState a proper class with
private data. This allows the ContextState itself to keep a mutable
pointer to the gl::State, so ValidationContext can modify it if
necessary (and it will be necessary for Framebuffer completeness
caching).
BUG=angleproject:1388
Change-Id: I86ab3561573caa9535c8d1b8aad4ab3d0e7cd470
Reviewed-on: https://chromium-review.googlesource.com/348954
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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0f2b1560
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2016-05-13T16:15:35
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Fix GenerateMipmap when base level or max level are set
According to GLES 3.0.4 section 3.8.10, GenerateMipmap should generate
levels based on the base level, and generate them at most up to the
max level. Levels outside the base/max level range should be unchanged
by GenerateMipmap.
The Texture class is fixed so that the image descs are set only for
the changed mipmap range when GenerateMipmap is called.
The D3D backend is fixed so that mipmap generation is correctly
started from the base level instead of level 0, and making sure that
mipmaps are generated only up to the max level. Generating mipmaps for
array textures is also fixed for cases where the base level depth >=
max(width, height) * 2.
The GL backend is fixed to sync texture state before GenerateMipmap is
called, so that base level and max level are set correctly in the
driver.
The GenerateMipmap entry point is refactored so that it has a separate
validation function and a context function which does the work.
Validation for out-of-range base levels is added.
New tests are added to verify the functionality. One corner case in
the tests fails on NVIDIA GL drivers likely due to a driver bug -
similar rules for GenerateMipmap are found from newer GLES specs and
also OpenGL specs (checked versions 3.3 and 4.4).
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Ifc7b4126281967fc4f6dc4f9452e5b01e39f83d7
Reviewed-on: https://chromium-review.googlesource.com/344514
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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e8528d89
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2016-05-16T17:50:52
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Fix determining texture mipmap completeness
The code didn't previously take base level properly into account
when determining how many levels to check when checking for texture
completeness.
The code is refactored so that the "q" value in spec, that is the
maximum mipmap level for determining completeness, can be queried from
TextureState. This value is used now for checking completeness.
This requires moving ImageDescs under TextureState. Functions that
operate on the ImageDesc array are also moved from Texture to
TextureState. TextureState members are also renamed to start with the
"m" prefix and made private.
Also handle levels outside the base/max level range consistently in
eglCreateImageKHR validation. We interpret the spec so that if the
level used for the EGL image is not a part of the texture levels that
affect texture completeness, an error is generated.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I038ef24aa83e0a6905ca3c0bbada5989eecb00d9
Reviewed-on: https://chromium-review.googlesource.com/344880
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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be815a4f
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2016-05-12T20:38:38
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Apply effective base and max level on GL backend
This works around GL drivers that neglect to clamp the base level or
max level of immutable textures.
BUG=angleproject:596
BUG=610800
TEST=angle_end2end_tests
Change-Id: Ie4e04aaa9253f2befd73bccefa7759486b3ef487
Reviewed-on: https://chromium-review.googlesource.com/344590
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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