|
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>
|
|
77abad8d
|
2018-10-25T17:03:48
|
|
Remove Context::gatherParams.
This won't be used in the future. It saves a few instructions on each
entry point.
Also refactors a bit of touched code. Also adds in a missed entry
point: "glTexStorage2DMultisampleANGLE".
Removes related code and moves remaining helper code in params.h into a
new file entry_point_utils.h.
In total this patch series reduces overhead by up to 5%.
Bug: angleproject:2933
Change-Id: Ifb49564597cde6ba82dfc3e185227619fdc62612
Reviewed-on: https://chromium-review.googlesource.com/c/1299478
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bfe31c42
|
2018-10-25T17:03:47
|
|
Remove uses of DrawCallParams.
Packing and referencing this structure was causing unnecessary draw
call overhead. This improves performance on all the back-ends. Impacts
the GL back-end the most.
In total this patch series reduces overhead by up to 5%.
Bug: angleproject:2933
Change-Id: Ief416ab874e481baf960d02965978a311214a146
Reviewed-on: https://chromium-review.googlesource.com/c/1299477
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
d633b156
|
2018-10-04T23:34:31
|
|
Get rid of VertexFormatType.
The enum VertexFormatType is redundant with angle::FormatID. The Vulkan
back end has already eschewed VertexFormatType, this change updates the
D3D back ends.
BUG=angleproject:2531
Change-Id: I67ea2203ca80be828f4c757a37810fe67a279364
Reviewed-on: https://chromium-review.googlesource.com/c/1263899
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
|
|
785e8a0b
|
2018-10-04T17:42:00
|
|
Remove gl::LinkResult.
Instead of returning a small struct from LinkProgram calls we use
angle::Result. Linking can have 3 cases:
- the link was successful -> angle::Result::Continue
- the link failed -> angle::Result::Incomplete
- there was an internal error -> angle::Result::Stop
Note that any unexpected Incomplete is still an error. Each function
that accepts Incomplete must check explicitly.
This is the last user of ErrorOrResult.
Bug: angleproject:2491
Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497
Reviewed-on: https://chromium-review.googlesource.com/c/1255645
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@google.com>
|
|
0131ff40
|
2018-09-20T13:20:50
|
|
Fix using a large vertex attrib divisor on D3D11
A divisor >= 256 used to trigger an assert on the D3D11 backend since
it couldn't fit into the input layout cache. Increase the space
reserved for the divisor in the input layout cache to make sure that
the correct input layout will get used and to fix the assert.
BUG=angleproject:2832
TEST=angle_end2end_tests
Change-Id: I34eead6c4e8c4fea379bbafc8670b4e32a5b633b
Reviewed-on: https://chromium-review.googlesource.com/1236293
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
306b6c16
|
2018-07-27T08:12:49
|
|
D3D11: Use angle::Result error pattern. 1/3
This CL improves performance on the draw call microbenchmark by 10%
when no-oping driver calls.
Bug: angleproject:2738
Change-Id: I4f5c11db90d9056ce4557b2a4432bc55b42b5bba
Reviewed-on: https://chromium-review.googlesource.com/1150093
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
b1565903
|
2018-07-27T08:12:48
|
|
D3D: Pass gl::Context to many more functions.
This makes the Context more available for logging errors.
Also includes more refactoring to VertexDataManager to ensure we can
access the gl::Context.
Bug: angleproject:2738
Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4
Reviewed-on: https://chromium-review.googlesource.com/1151449
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
d779f6a9
|
2018-03-23T01:44:33
|
|
D3D11: Refactor draw call functions.
This allow for better code reuse for the Indirect draw calls.
It also cleans up the InputLayoutCache to be only responsible
for caching input layouts, and moves the logic for maintaining
state into StateManager11.
Bug: angleproject:2389
Change-Id: I84aae164bf1b94a394743cf58650adfdcfc2c17a
Reviewed-on: https://chromium-review.googlesource.com/948796
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
97ab26fc
|
2018-03-14T10:08:10
|
|
Move DrawCallParams to the gl front-end.
Previously called DrawCallVertexParams. This params helper will be
passed into the VertexArray state sync method so we can handle
vertex attribute updates directly in the VertexArray implementation
instead of deferring the updates to the draw call, where the draw
call implementation method would have access to the draw call params.
Also includes the full range of draw parameters to DrawCallParams so
we can use it in more places.
Refactoring change only, subsequent work will contain more refactoring
and lead to code cleanups and easier dependent state updates for the
VertexArray implementation classes.
Bug: angleproject:2389
Change-Id: Ia84f8af54ae51eca94d8fb6f5b8adc88b8d981a7
Reviewed-on: https://chromium-review.googlesource.com/948787
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
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d3e213bc
|
2017-11-27T18:33:41
|
|
Add a gl::AttribArray helper type.
This is a generic std::array sized to gl::MAX_VERTEX_ATTRIBS.
Bug: angleproject:2264
Change-Id: I788659ad25be5708dbab422ac4a16dff60abf154
Reviewed-on: https://chromium-review.googlesource.com/790750
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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8e4bb4b1
|
2017-11-22T18:59:51
|
|
D3D11: Cache element array buffer updates.
This attempts to reduce the amount of redundant validation done
between indexed draw calls. It keeps the cached info in the
VertexArray11 class.
It also includes a fix to a missing direct buffer invalidation in
CopyBufferSubData which was turning up with the new caching.
Reduces overhead in the D3D11 indexed rendering perf test such that it
leads to an increased score of about 20%.
BUG=angleproject:2229
Change-Id: I63121bea19a9c8198e1925ed6a1460838e8f8955
Reviewed-on: https://chromium-review.googlesource.com/765262
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f1b47e89
|
2017-11-21T22:58:31
|
|
Fix ComputeGenericHash.
ANGLE's internal hash maps would run MurmurHash on c++ structs to
come up with hash values. Since the hash ran on 4 byte words only,
it would have no understanding that sometimes our structs would only
have meaninful data in the first N bytes, and would include the
garbage at the end in the hash calculation. This fixes the problem by
forcing our structs to be aligned at compile-time.
It also adds custom copy operators for a few classes to ensure that
all bits are copied when the struct is initialized, including the
padding.
Bug: angleproject:1569
Bug: chromium:721648
Change-Id: I4d11f6e12d9a067b36e1416c7ed15586eff99aab
Reviewed-on: https://chromium-review.googlesource.com/783990
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
378734c5
|
2017-11-20T16:32:56
|
|
D3D11: Lazy evaluation for draw call vertex params.
The vertex params are the 'start' vertex index and the number of
vertices in the draw call. For indexed draws, they sometimes mean we
need to compute the index range. In other cases, we don't. Defer
computing the index range as long as possible so we don't end up
computing the index range when we don't have to.
BUG=angleproject:2229
Change-Id: I8e125416ef6767787a14509b322efa8dcd8e4a34
Reviewed-on: https://chromium-review.googlesource.com/764676
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
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33510107
|
2017-09-20T10:39:18
|
|
Pass gl::Context to more Buffer methods.
This will allow us to pull out the Renderer from the Context in more
places in Buffer11, for state update. Impacts a few method calls in
a few places.
BUG=angleproject:2151
Change-Id: I1360caea65a94d3de4cd9f52d1b74b10439b02b3
Reviewed-on: https://chromium-review.googlesource.com/673136
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e3d8628d
|
2017-08-22T11:50:01
|
|
D3D11: Split input layout and VB application.
This will enable future optimizations that only update either the
applied vertex buffers or the input layout independenty. It also
makes debugging a bit easier since we can force an update of the
vertex buffer or input layout to diagnose potential state sync
bugs.
BUG=angleproject:1156
Change-Id: Ib375561528da539e136ff4fd02398b03c9caabb7
Reviewed-on: https://chromium-review.googlesource.com/627077
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
30ca54f4
|
2017-06-19T11:45:06
|
|
D3D11: Fix mingw64 build.
Two small build errors were breaking ming64.
BUG=angleproject:2071
Change-Id: Ia5c8e629e77c09f151b888364e92475b4c3f1709
Reviewed-on: https://chromium-review.googlesource.com/539796
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
d222d454
|
2017-06-06T17:48:35
|
|
Use HashingMRUCache in InputLayoutCache.
This simplifies the state management code inside this manager. Also
it should improve the speed of lookups due to using hashing instead
of a tree lookup.
BUG=angleproject:1156
BUG=angleproject:2044
Change-Id: I19ea8dbac6f2dfd7d30dd403d77b66ba0aa85d73
Reviewed-on: https://chromium-review.googlesource.com/527693
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
2cd45629
|
2017-06-08T20:14:13
|
|
D3D11: Consolidate Vertex Buffer application.
With this change, IASetVertexBuffers is only called from a single
code site in StateManager11. All other classes call through to here.
This will make adopting the dirty bits for InputLayouts and VBs much
simpler.
BUG=angleproject:2052
Change-Id: I6e7b6146deb7f80f5f0e75dd0aff18eb4cc2bfc2
Reviewed-on: https://chromium-review.googlesource.com/524232
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
dcc9b51d
|
2017-06-05T15:28:45
|
|
D3D11: Consolidate input layout application.
This merges all calls to IASetInputLayout to a single place in
StateManager11. This means we no longer have to invalidate the state
for D3D11, and can always lazily apply the input layout state.
Introduces a new ResourceSerial class to replace the uintptr_t and
DirtyPointer design.
BUG=angleproject:2052
Change-Id: I76b874218b754395f25a129967c769b1f8f82115
Reviewed-on: https://chromium-review.googlesource.com/523025
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
5978e28d
|
2017-06-02T11:49:31
|
|
D3D11: Consolidate InputLayout allocation.
This introduces a helper type to act as the initialization data type
for input element arrays. A WrappedArray class acts as a helper class
to wrap a C array and size into a C++ class, similar to std::array
but without the data storage.
Also move resource deallocation memory counting into a single code
path.
BUG=angleproject:2034
Change-Id: I5e108254777f0df65f5f60fe26e760c71b95b542
Reviewed-on: https://chromium-review.googlesource.com/506775
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
bdc1e2a2
|
2017-05-24T14:40:27
|
|
D3D11: Consolidate Buffer allocation.
We now allocate and release all buffer resources from a single place,
allowing us to allocate junk memory, clear on init, and track the
currently allocated buffer memory.
BUG=angleproject:2034
Change-Id: Id60b63a7f77bc369dfc494a7587ab06c8d34a8e2
Reviewed-on: https://chromium-review.googlesource.com/503253
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
caafd890
|
2017-05-19T14:31:25
|
|
D3D11: Don't store device in InputLayoutCache.
We will need the Renderer pointer for resource allocation, so
pass it around instead of storing the device and context.
BUG=angleproject:2034
Change-Id: Iaf271913f88c5402895aa81de310aa22fcd72cc4
Reviewed-on: https://chromium-review.googlesource.com/509930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
52b09c2f
|
2016-04-11T14:12:31
|
|
Re-re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
Re-re-land with a fix for using XFB with deleted buffers.
BUG=angleproject:1327
Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158
Reviewed-on: https://chromium-review.googlesource.com/338003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
53a36004
|
2016-04-08T19:03:18
|
|
Revert "Re-land "D3D11: Implement dirty bits for VertexArray11."""
Seems to make the following dEQP test flaky:
dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback
doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate.
BUG=angleproject:1327
This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f.
Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208
Reviewed-on: https://chromium-review.googlesource.com/337961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3477f3a6
|
2016-03-29T17:15:29
|
|
Re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
BUG=angleproject:1327
Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9
Reviewed-on: https://chromium-review.googlesource.com/334225
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
00f394ec
|
2016-03-16T12:09:11
|
|
Revert Dirty bits for VertexArray11
This is a combination of two reverts:
Revert "D3D11: Remove unused mRenderer from VertexArray11."
Revert "D3D11: Implement dirty bits for VertexArray11."
Reverting only the first commit would trigger warnings on the Windows
clang bot.
BUG=594509
BUG=angleproject:1327
This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4.
This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9.
Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7
Reviewed-on: https://chromium-review.googlesource.com/332989
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7d8585b8
|
2016-03-09T15:53:12
|
|
D3D11: Implement dirty bits for VertexArray11.
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
BUG=angleproject:1327
Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b
Reviewed-on: https://chromium-review.googlesource.com/330173
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
b5abec33
|
2016-03-08T11:21:20
|
|
D3D11: Remove unused field in InputLayoutCache.
The mCounter field became exposed as unused after it was initialied in
the constructor initializer list. Previously this was hidden because
it was initialized in the body of the constructor.
BUG=angleproject:1327
Change-Id: I18d9aa8a377d234f4c161ace845edfb9fc7f226c
Reviewed-on: https://chromium-review.googlesource.com/331385
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8047c0d2
|
2016-03-07T13:02:12
|
|
D3D11: Clean up InputLayoutCache.
This change does a couple things. First, it uses the 'active attribs'
mask in the gl::Program to sort the translated attributes, instead of
checking the translated attribute themselves. This means we don't have
to consult the 'active' field of the translated attributes, which in
turns means we don't have to update the active field in the attributes,
which breaks the dependency of the attributes on the gl::Program.
Second, use a dynamically sized array for storing the cached vertex
attributes in the InputLayoutCache. This is nice because it means
we don't have to store the size of the array separately.
Also some other refactoring cleanups. Refactoring change only.
BUG=angleproject:1327
Change-Id: Iab22de92840b30674b92eca72e450673ed9f6d6d
Reviewed-on: https://chromium-review.googlesource.com/330172
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
534bf87b
|
2016-02-09T11:33:29
|
|
Implemented instanced rendering for emulated point sprites
Non-instanced PointSprite emulation for lower feature levels is
implemented using D3D DrawIndexedInstanced and an instanced vertex
buffer containing a pointsprite quad.
GL instanced rendering using glDrawArraysInstanced and
glDrawElementsInstanced with pointsprite emulation is performed using
a for-loop. The loop iterates over each instance to render and adjusts
the buffer offsets accordingly. This is not performant and is only used
and required by this chosen pointsprite emulation method.
Indexed instanced (glDrawElementsInstanced), uses the same offset loop
because the vertex buffer containing the data to be rendered has already
been expanded using getEmulatedIndexedBuffer(). Expanding the buffer
makes the two rendering operations similar enough to share code.
BUG=angleproject:1279
TEST=angle_end2end_tests
Change-Id: If46cc9f158e29f5518c70ad630b3228f474a9f8b
Reviewed-on: https://chromium-review.googlesource.com/321407
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
c674abeb
|
2016-02-05T17:24:20
|
|
Refactor InputLayoutCache::applyVertexBuffers.
The redesigned code places the internal buffers and input elements for
instance point sprite emulation (FL9_3) at the start of the arrays,
instead of swapping with the first non-instanced element. This makes
the tracking logic of the caching somewhat cleaner.
This facilitates the work of implementing instancing-on-instancing for
FL9_3 conformance.
BUG=angleproject:1279
Change-Id: Ifb030816a313b1e8b916c57ef05915914443312a
Reviewed-on: https://chromium-review.googlesource.com/325090
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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91d3e94f
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2015-12-08T11:26:15
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D3D11: Apply null InputLayout with no attributes.
In some cases in ES3, we can render without vertex attributes. For
this, don't bind or create an empty input layout, but instead bind
null.
This silences a D3D11 warning in Debug, when viewing the system out.
BUG=angleproject:667
Change-Id: Ib88dc1177d7f9bb6a5fa15e44c74da022be137f6
Reviewed-on: https://chromium-review.googlesource.com/316612
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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09e2d93b
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2015-07-14T16:40:31
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D3D11: Futher optimize input layout cache.
*re-land with fix for matrix attributes*
*re-re-land with fix for attributes with BindAttribLocation*
Using the new vertex format type enum, we can shrink the size
of the input layout tables and reduce draw call overhead
further.
BUG=angleproject:959
Change-Id: I181acd3d7d519f5587cbe180fb1bca8530b7cfc2
Reviewed-on: https://chromium-review.googlesource.com/285348
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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6d45a999
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2015-07-14T15:16:57
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Revert "D3D11: Futher optimize input layout cache."
Causing assertion failures in WebGL CTS in debug. Example build: https://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Debug%20%28NVIDIA%29/builds/10215
This reverts commit 2ee580f10052c03a3a0e8c535bd7da82147133c3.
Change-Id: Idffcd848adb6898f77b3c758b214eb31ca1f6e05
Reviewed-on: https://chromium-review.googlesource.com/285326
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2ee580f1
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2015-07-10T11:14:58
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D3D11: Futher optimize input layout cache.
*re-land with fix for matrix attributes*
Using the new vertex format type enum, we can shrink the size
of the input layout tables and reduce draw call overhead
further.
BUG=angleproject:959
Change-Id: I6d8ad78a003c41f40e7e1caa5972838f8ff4fce8
Reviewed-on: https://chromium-review.googlesource.com/284811
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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0d208976
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2015-07-10T15:45:09
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Revert "D3D11: Futher optimize input layout cache."
This seems to have broken some dEQP tests in debug build, possibly
uncovering a previously undetected bug.
TEST=dEQP-GLES3.functional.shaders.linkage.varying.basic_types.*
This reverts commit d2328a5246d8e0ab8a3dde1b30b80ce5e161e6f3.
Change-Id: I9f082d7a6fca38b4c076fecc342ac40d5416ebef
Reviewed-on: https://chromium-review.googlesource.com/284780
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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d2328a52
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2015-07-09T11:30:30
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D3D11: Futher optimize input layout cache.
Using the new vertex format type enum, we can shrink the size
of the input layout tables and reduce draw call overhead
further.
BUG=angleproject:959
Change-Id: Iea595fa64edbbd91f669138dfdeb9d2543b83929
Reviewed-on: https://chromium-review.googlesource.com/277291
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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531d5f45
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2015-07-06T08:26:45
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D3D11: Refactor InputLayout cache.
*re-land with fix for cache overflowing*
Using a much more compact input layout structure allows us to save
quite a bit of time comparing input layouts, or computing hashes.
A subsequent patch shrinks the size of the structure further.
BUG=angleproject:959
Change-Id: If240bb7c84d78fc8c9fb6f9049bf71d8a81c97c6
Reviewed-on: https://chromium-review.googlesource.com/283227
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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558f2b5a
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2015-06-02T09:34:11
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Added emulated indexed pointsprite rendering support.
This emulation is for renderers that do not support Geometry Shaders.
BUG=angleproject:949
Change-Id: I7acf003e83ea6661f10a703486e6d07eb28786f8
Reviewed-on: https://chromium-review.googlesource.com/274851
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Cooper Partin <coopp@microsoft.com>
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2c70e64b
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2015-07-02T15:09:58
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Revert "D3D11: Refactor InputLayout cache."
Seems to be failing maps_pixel_test on the bots.
BUG=angleproject:959
This reverts commit 53fd1552ba7dbf91a726fce139d748860bd8a5f5.
Change-Id: I1f2593caca58f701d284993d2ee313846806491b
Reviewed-on: https://chromium-review.googlesource.com/283157
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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53fd1552
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2015-07-02T07:26:19
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D3D11: Refactor InputLayout cache.
Using a much more compact input layout structure allows us to save
quite a bit of time comparing input layouts, or computing hashes.
A subsequent patch shrinks the size of the structure further.
BUG=angleproject:959
Change-Id: I7a0f10428cc7e96967e60cc085ff2e8779718978
Reviewed-on: https://chromium-review.googlesource.com/277288
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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476682e6
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2015-06-30T10:04:29
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Use std::vector for TranslatedAttribs.
This allows us to cache a std::vector between calls, and avoids us
calling allocation/constructors for locals, which saves us some
time. It also allows us to use the vector's size to limit the range
of attribs we look at.
BUG=angleproject:959
Change-Id: I799ed6c92fa8fca96e92e235b125a11d2d551aab
Reviewed-on: https://chromium-review.googlesource.com/277286
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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f0d10f89
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2015-03-31T12:56:52
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Replace non-copyable macro with a helper class.
This class provides a simpler scheme for blocking default copy
and assignment operators. It also reduces the amount of code
needed since it's inherited to child classes. This also fixes
the conflict between our macro and the same-named macro in
Chromium code.
BUG=angleproject:956
Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f
Reviewed-on: https://chromium-review.googlesource.com/263257
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
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4e47b92f
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2015-02-03T09:04:20
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Fix instanced point sprites when gl_PointSize is specified but not used
Change-Id: I2350fa60cae55f02d7b484c34544c035acaba6ad
Reviewed-on: https://chromium-review.googlesource.com/245703
Reviewed-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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e6664f06
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2015-01-09T16:22:24
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Added PointSprites Support for renderers that do not support Geometry Shaders
Change-Id: Iae9ac5f8fbba68dba5e49ccda7bb7eebb05c8e9a
Reviewed-on: https://chromium-review.googlesource.com/240450
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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c9878cb1
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2014-12-11T10:43:48
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Fix normalized GL_BYTE vertex attributes on D3D11 9_3
Feature Level 9_3 doesn't support as many formats for Input Layouts
as 10_0+. On 9_3, we have to make sure that GL vertex attributes are
converted into formats that 9_3 supports.
Change-Id: I27b9a85a6eb21a37bd36e60bf011b83fce743fd0
Reviewed-on: https://chromium-review.googlesource.com/234523
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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7dd2e10d
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2014-11-10T15:19:26
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Merge the ProgramBinary class into Program.
BUG=angle:731
Change-Id: I2ee97155841dc62f04bb71c1f2035d210fd3883c
Reviewed-on: https://chromium-review.googlesource.com/232694
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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21329414
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2014-12-02T20:50:30
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Revert "Merge the ProgramBinary class into Program."
Issues appeared on the FYI waterfall, content_gl_tests hangs.
This reverts commit 2195a6d6032883ed05468d5ecd019e7cb9a27bce.
Change-Id: I9fe1a53cf40887ae5a98fd77b4872f41085fcea7
Reviewed-on: https://chromium-review.googlesource.com/232386
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2195a6d6
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2014-11-10T15:19:26
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Merge the ProgramBinary class into Program.
BUG=angle:731
Change-Id: Ia0a356c0684f3a3576c71dfd04b00874318dd084
Reviewed-on: https://chromium-review.googlesource.com/228701
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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0a73dd85
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2014-11-19T16:18:08
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Fix include guards.
BUG=angle:733
Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced
Reviewed-on: https://chromium-review.googlesource.com/230831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2b5420c0
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2014-11-19T14:20:15
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Merge libGLESv2 and libEGL classes into libANGLE.
BUG=angle:733
Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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