|
9ff063e9
|
2020-10-25T03:08:25
|
|
Metal: fix max varyings, copyImage between mips, depth fmt
- GLSLTest_ES3.MaxVaryingWithFeedbackAndGLline failed before because
gl_Position takes up one slot from max varyings on Metal back-end.
FIXED
- Previously, copyImage() between mips of the same texture would fail.
Due to the read RenderTargetMtl is released before the copy happens.
FIXED
- GL_DEPTH_COMPONENT24 texture data upload didn't work due to the source
32 bit depth data wasn't handled properly. FIXED
- D24S8 format will be disabled on AMD for now, it will be converted to
D32S8 instead.
Bug: angleproject:2634
Bug: angleproject:5235
Bug: angleproject:5242
Change-Id: Ie7082f0545c0885ce5ec72df8a7ec4ee5d5de4b1
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2494525
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
cb6176f3
|
2020-09-29T01:08:00
|
|
Metal: Support tri-fan & line-loop with primitive restart
Triangle fan:
- If primitive restart is NOT enabled and there is no active render
pass, use Compute Shader to generate indices.
- If primitive restart is enabled, use CPU to generate indices.
Line loop:
- If draw non-instanced without primitive restart, generate and
draw only one additional last segment (fastest).
- If draw instanced, primitive restart is NOT enabled, and there is no
active render pass, use Compute Shader to generate indices (OK).
- Otherwise, use CPU to generate indices (slowest).
Also Disable OcclusionQueriesTest.ClearNotCounted failure on NVIDIA.
Bug: angleproject:2634
Bug: angleproject:5307
Change-Id: Ia5529825807a964f5fcb2a4af8844778896cd42a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2435859
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
8a50b42b
|
2020-10-24T19:29:12
|
|
Metal: Convert index & vertex format on GPU when possible.
- When converting vertex buffer:
- if there is no render pass active, use compute shader to convert.
- if there is a render pass active and device supports explicit memory
barrier then convert the buffer in vertex shader with direct buffer
write and insert a memory barrier.
- if there is a render pass active and device doesn't support explicit
memory barrier then convert the buffer on CPU.
Bug: angleproject:2634
Change-Id: I5346e3a2adb855f40e46a3912d9db404a4482e0f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2434025
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
6dfd855a
|
2020-03-25T03:02:08
|
|
Metal: Implement fence sync
Bug: angleproject:2634
Change-Id: If1f7bb12c0e661c8e4b5677798a92440995819e4
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2433325
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
a4f706b2
|
2020-08-04T12:08:00
|
|
Metal: Use compute to generate 3D texture's mipmap.
- Metal's built-in blit based mipmap generator doesn't use box
filtering. Hence manual generation using compute is needed.
- Compute based mipmap gen can generate up to 4 mips per pass if the
base level is power of 2.
- This approach can be extended to 2D/cube texture's mipmap generation
in future.
Bug: angleproject:4921
Bug: angleproject:2634
Change-Id: I7f997669fe39afef075b2bca2406e9424cbb3016
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2336120
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
|
|
4f247baf
|
2020-08-23T22:58:56
|
|
Metal: Implement EXT_draw_buffers & ANGLE_framebuffer_blit
Bug: angleproject:2634
Change-Id: I769ca7e113e660870e9b31dafb706c313db8ac24
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2332146
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
|
|
f37f1dcb
|
2020-08-02T19:38:54
|
|
Metal: Init format table using Metal-Feature-Set-Tables.pdf
- Format table is now initialized using informations from
https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf.
Previously, it was setup using gl::GenerateMinimumTextureCaps().
- This CL also adds InitializeTextureDataFunction and LoadFunctionMap to
mtl::Format. They are needed to properly initialize/convert textures
with non-normalized formats.
- This CL is prerequisite for integer & floating point format supports.
- New test: DXT1CompressedTextureTest.DXT1Alpha (this test was added
in the past but was reverted for some reasons).
Bug: angleproject:2634
Change-Id: I5eaad812909a49c4c138d0f65fd21a6a199fcb22
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2332144
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
9277ee74
|
2020-07-06T12:40:58
|
|
Metal: Implement MSAA default framebuffer.
GL_SAMPLE_COVERAGE_VALUE is implemented by inserting gl_SampleMask
writing logic to fragment shader.
New test added: MultisampleTest.ContentPresevedAfterInterruption.
- Skip on D3D11 (Bug: angleproject:4609)
Bug: angleproject:2634
Change-Id: Ib44daf0baccc36ea320596d81713156047da059c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2281783
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d1860ea1
|
2019-11-19T23:04:00
|
|
Metal: support OES_depth_texture
Also added Depth32 & Depth16 texture data upload tests.
Bug: angleproject:2634
Change-Id: I103f1cda1dc915f0dc8b04f7aaa2d8c0f9220cda
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1919281
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
fe26bae4
|
2019-10-29T18:38:53
|
|
Metal backend implementation pt 2
This is without Metal specific shader translator implemented yet.
Bug: angleproject:2634
Change-Id: I95d589442251c9ba111bd05a2dc379a36739046c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1855069
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|