src/libANGLE/renderer/d3d/d3d9/Renderer9.h

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Author Commit Date CI Message
Shahbaz Youssefi 3822ea3a 2023-08-24T22:42:43 D3D: Move program state to ProgramExecutableD3D Bug: angleproject:8297 Change-Id: Ieead87d2f0ebe5937f262f598443a00504ea1492 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4812139 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Chris Dalton 8ee1b89f 2022-11-04T13:10:37 Refactor pixel local storage options The various different PLS options were getting scattered and unruly. We are also in need of more backend-specific PLS options that would be difficult to add as-is. This CL refactors them into a single "ShPixelLocalStorageOptions" struct that gets initialized all in one place, and shared between the compiler and the backends. Bug: angleproject:7279 Change-Id: Ic58dccb8d1ba350a0b6cc5848ce15bd687e30fad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4006715 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Chris Dalton <chris@rive.app>
Stephen White 3f59c285 2022-07-12T17:29:36 D3D11: implement image load/store format reinterpretation. Reinterpretation requires all UAV textures to be in a TYPELESS format. Implement an ensureUnorderedAccess() that converts the texture's storage to one with the D3D11_BIND_UNORDERED_ACCESS flag, which, prior to this change, was set unconditionally for all textures in an >= ES 3.1 context. If this flag is set at D3D texture creation time, use the appropriate TYPELESS format. Implementation uses a BindFlags struct, which subsumes the existing renderTarget for clarity. Factor out the relevant bits of ensureRenderTarget() into an ensureBindFlags() helper function, and make ensureRenderTarget() and ensureUnorderedAccess() wrappers around it. Add the corresponding typeless formats to the texture format table. Bug: angleproject:7501, angleproject:7520 Change-Id: Id21b9db3229aceca121da6ba6507704417034ec4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3780588 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>
Hailin Zhang b7474d0a 2022-04-28T14:44:54 D3D11: Add GL_EXT_texture_buffer support tested: deqp-gles31.exe --deqp-gl-context-type=egl --deqp-case=dEQP-GLES31.functional.texture.texture_buffer.* passed Bug: b/206367167 Change-Id: I31a6f84bd701a737735a6bac2f4eef780c24a979 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3639722 Commit-Queue: Hailin Zhang <hailinzhang@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Alexey Knyazev 454efd1d 2022-04-26T23:57:46 Add forceDepthAttachmentInitOnClear frontend workaround AMD on D3D11 skips depth buffer updates in some cases. Bug: angleproject:7246 Bug: angleproject:7200 Change-Id: I27bbea30fbf4173470063a670b9c43a805286c39 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3608092 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
Shahbaz Youssefi eeb39653 2022-04-08T16:09:48 Autogenerate features Features are now specified in a json file and autogenerated. This is in preparation for more autogeneration to support feature override in tests. This change doesn't yet fix the issues in anglebug.com/6435 and should be a no-op. Bug: angleproject:6435 Change-Id: Icdb63a94dc37b5fef0a356e0fc0b49937e083c8a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3579941 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Sean Risser 3adace15 2022-01-10T22:53:19 Don't expose detailed driver version info to webGL WebGL's GL_RENDERER string now only includes basic version information on all backends. This is controlled through a bool passed through getBackendVersionString. Bug: angleproject:6777 Change-Id: Ie4e3d91d22c96f175a8139fac1c66e985ed9e1b7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3380263 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Sean Risser <srisser@google.com>
Aditya Kushwah c9dcc553 2021-06-22T18:55:39 Move Objectlabel from Texture object to TextureState object. Created a subscriber function onLabelUpdated in the storage base class. The derived storage class will pass the label reference to the base storage class in the constructor. Future changes will use this label reference to update the label string with D3D. Bug: chromium:1164111 Change-Id: Ic5ca73bac61427afe392bb5bcc6a6eab8e785941 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2981451 Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Jonah Ryan-Davis 4968f6f2 2021-02-04T16:40:36 Move getRendererDescription from ContextImpl to DisplayImpl The other backend description strings are in DisplayImpl. This will help with caching the result of glGetString in the GL backend. Also Update the getters to not be const in order to allow caching. Bug: chromium:1173672 Change-Id: I43df35688762b23429f47f169c04482cf4cd089a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2676881 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Jonah Ryan-Davis 0be050a4 2020-09-23T15:12:56 Pass GL_VERSION info through ANGLE's GL_RENDERER string Chrome needs ANGLE to pass through the underlying driver vendor and version, which cannot always be determined by the SystemInfo library. This is done by construction GL_RENDERER in the frontend through combining GL_VENDOR, GL_RENDERER, and GL_VERSION from the backends. Example changes are in the doc: https://docs.google.com/document/d/1p0dvrLlu8NKhO-RCU5gqlQ_LvcQj-ZqhvfwSk1n3Sz8/edit?usp=sharing Bug: chromium:1126526 Bug: chromium:1131248 Bug: chromium:1134669 Bug: chromium:1169861 Change-Id: Ia618ebcd7f3caaeb376b4b6a03446732efdaeecb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2427383 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Sunny Sachanandani 137271ff 2021-01-13T14:34:12 Support specifying array slice for D3D11 texture EGLImage Client can specify array slice for creating the SRV/RTV with EGL_D3D11_TEXTURE_ARRAY_SLICE_ANGLE. Test: D3DTextureTest.TextureArrayImage* Bug: angleproject:5538, chromium:1116101 Change-Id: I81cb2823df2145f1d05ad1526b0e36d6a0724d5e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628609 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Ian Elliott 08142700 2020-10-01T19:30:03 Work-around test runner & DebugAnnotator Note: This precedes another CL that needs this change. DebugAnnotator uses a global variable. The test runner doesn't change state between testing different back-ends. This works-around the problem by setting the global variable when the context is switched. Because the GL back-end doesn't have its own DebugAnnotator sub-class, add a Display* to DisplayImpl::makeCurrent(), so that DisplayGL::makeCurrent() can install the front-end-Display's DebugAnnotator. Note: the Vulkan back-end gets this fix even though the new DebugAnnotatorVk class will be added in a follow-on CL. Bug: b/162068318 Bug: b/169243237 Bug: angleproject:5121 Change-Id: If08626a5310f9b4e3210e1a897a6886248e4d8ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2451423 Reviewed-by: Ian Elliott <ianelliott@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
Kai Ninomiya da61c40e 2020-10-06T01:57:55 Revert "Work-around test runner & DebugAnnotator" This reverts commit e44c94d96a9b65615fe8f5038e124763ac8c45e5. Reason for revert: Breaks build of DisplayGbm on ChromeOS: src/libANGLE/renderer/gl/egl/gbm/DisplayGbm.{h,cpp} First failing builds: https://ci.chromium.org/p/chromium/builders/ci/ChromeOS%20FYI%20Release%20%28amd64-generic%29/1608 https://ci.chromium.org/p/chromium/builders/ci/ChromeOS%20FYI%20Release%20%28kevin%29/2212 Original change's description: > Work-around test runner & DebugAnnotator > > Note: This precedes another CL that needs this change. > > DebugAnnotator uses a global variable. The test runner doesn't change > state between testing different back-ends. This works-around the > problem by setting the global variable when the context is switched. > > Because the GL back-end doesn't have its own DebugAnnotator sub-class, > add a Display* to DisplayImpl::makeCurrent(), so that > DisplayGL::makeCurrent() can install the front-end-Display's > DebugAnnotator. > > Note: the Vulkan back-end gets this fix even though the new > DebugAnnotatorVk class will be added in a follow-on CL. > > Bug: b/162068318 > Bug: b/169243237 > Bug: angleproject:5121 > Change-Id: I748e8a1fd09b72e07242ac7fb39154537dcce534 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2444095 > Reviewed-by: Ian Elliott <ianelliott@google.com> > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> > Commit-Queue: Ian Elliott <ianelliott@google.com> TBR=courtneygo@google.com,ianelliott@google.com,jmadill@chromium.org Change-Id: I99df2716951726ead24961dc3d27a7ec63aeda80 No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: b/162068318 Bug: b/169243237 Bug: angleproject:5121 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2451420 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Ian Elliott e44c94d9 2020-10-01T19:30:03 Work-around test runner & DebugAnnotator Note: This precedes another CL that needs this change. DebugAnnotator uses a global variable. The test runner doesn't change state between testing different back-ends. This works-around the problem by setting the global variable when the context is switched. Because the GL back-end doesn't have its own DebugAnnotator sub-class, add a Display* to DisplayImpl::makeCurrent(), so that DisplayGL::makeCurrent() can install the front-end-Display's DebugAnnotator. Note: the Vulkan back-end gets this fix even though the new DebugAnnotatorVk class will be added in a follow-on CL. Bug: b/162068318 Bug: b/169243237 Bug: angleproject:5121 Change-Id: I748e8a1fd09b72e07242ac7fb39154537dcce534 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2444095 Reviewed-by: Ian Elliott <ianelliott@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
Jamie Madill bb96aefa 2020-09-11T13:50:09 GN: Componentize D3D back-ends. This also isolates headers for D3D9 / D3D11 from each other. Bug: angleproject:3943 Change-Id: I04edbe7db68461ae4fc78ac7f9c22451debcb768 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2405807 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
shrekshao e6124500 2020-06-02T12:02:55 Fix baseVertex and baseInstance with streaming attributes baseInstance: Fixed by adding the intial offset to each copy for streaming attributes baseVertex: make sure mShaderConstants.onFirstVertexChange takes in correct firstVertex value for dynamic attribs (where firstVertex passed to StateManager11::updateState already include baseVertex) Bug: chromium:1078330, angleproject:3402 Change-Id: I289c4e3733fdf6f78af8c3adee84112c05a5abce Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2227022 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shrek Shao <shrekshao@google.com>
Jamie Madill 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>
Sunny Sachanandani c1af9abf 2019-08-28T14:35:32 Add support for overriding internal format for D3D11 texture EGLImages Add an optional EGL_D3D11_TEXTURE_FORMAT_ANGLE attribute that is the GL internal format to use for EGLImage being created. This will be used for RGB emulation of swap chain texture backed WebGL contexts in Chrome when they have alpha:false set. Without RGB emulation it is possible to observe side-effects of the underlying swap chain being RGBA such as reading/writing the alpha channel, BlitFramebuffer working/not working when expected, etc. Also document creating EGLImages from D3D11 textures in the existing EGL_ANGLE_d3d_texture_client_buffer extension along with RGB emulation. Bug: chromium:699566, chromium:939657 Change-Id: I4931cb7bdc46e9bc6debd56b79ecc10ea27bd78b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1777099 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org>
Stuart Morgan 9d737966 2019-08-14T12:25:12 Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 6a02f06d 2019-07-18T16:27:14 Implement EGL_ANGLE_create_context_backwards_compatible This extension allows the user to specify if ANGLE should create a context of the exact requested version or a higher version context that is backwards compatible. BUG=angleproject:3425 Change-Id: I7d0b75cdd7e34a2fc888aa238e1eeb67af82ae0d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601560 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Sunny Sachanandani f9686af0 2019-06-04T17:49:43 Add support for D3D11 texture backed EGLImages Implement EGL_ANGLE_image_d3d11_texture extension. Images created with this extension might not be renderable based on bind flags and resource usage of the client provided texture in which case attaching them to a framebuffer won't succeed. The intended use case is to bind the front and back buffers of a swap chain to GL textures that can be used for rendering in the case of the back buffer and as a shader input for the front buffer. Bug: chromium:939655 Change-Id: Ic3328e831880292217b88be84740740df6031fa6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1646732 Commit-Queue: Sunny Sachanandani <sunnyps@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jonah Ryan-Davis beb0eb2d 2019-06-14T15:10:33 Clean up workarounds/features to single location. Rename all workarounds structs to features, and move the lists to a shared location in include/platform (to help with documentation, see: https://cs.chromium.org/chromium/src/ui/gl/gl_switches.cc?sq=package:chromium&g=0&l=69) Bug: angleproject:1621 Change-Id: I4069f08131db5e886047a007efb5d7764dfee5f2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1660952 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 44462cd6 2019-05-27T17:12:21 D3D: Use the ProgramD3D::GetExecutableTask context for loading program binaries ProgramD3D::GetExecutableTask is a d3d::Context type itself so that errors can be recorded in a thread-safe maner. Use the task context when loading program binaries in ProgramD3D. Fix up incorrect casts in RendererD3D::loadExecutable in both D3D9 and D3D11 backends to stop incorrectly assuming the context type. BUG=962439 Change-Id: I5b29372a7254f709e1bbb67ee322ef4109f73e48 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1630294 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jonah Ryan-Davis 776694cd 2019-05-08T10:28:55 Change all ANGLE workarounds to use struct definition with info. Change each workaround from a simple bool to a struct with info including name, workaround set, description, and bug IDs. This will help with future workaround integration with Chrome. Bug: angleproject:1621 Change-Id: Ia27c180abaf845e280060c803e5994cc3152a057 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593917 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 0c667215 2019-01-01T14:40:36 Pass ErrorSet to ContextImpl constructor. This removes the need for the setErrorSet method. Also update some egl::Error TODO bugs. Bug: angleproject:2491 Change-Id: I0aba07c4a53b579835a88c3dacae294f752e6b17 Reviewed-on: https://chromium-review.googlesource.com/c/1392393 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c3dc5d48 2018-12-30T12:12:04 Merge gl::Context and gl::ContextState. This reduces the number of indrections when accessing the Extensions or Caps structures. It will provide a small speed-up to some methods. It also cleans up the code. Bug: angleproject:2966 Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685 Reviewed-on: https://chromium-review.googlesource.com/c/1392391 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>
Jamie Madill 8dc27f99 2018-11-29T11:45:44 Use packed enum for DrawElementsType. The packing and unpacking take a few extra instructions. But it completely obviates the need for any switches in the validation code. Speed is slightly faster or the similar depending on the back-end. Also add gl_angle_ext.xml to GL entry point generator inputs. This was missing and would cause the code generation to miss certain changes. Bug: angleproject:2985 Change-Id: I1ea41a71db71135000166ead8305ec42d22ff7b3 Reviewed-on: https://chromium-review.googlesource.com/c/1351729 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Frank Henigman 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>
Jamie Madill 785e8a0b 2018-10-04T17:42:00 Remove gl::LinkResult. Instead of returning a small struct from LinkProgram calls we use angle::Result. Linking can have 3 cases: - the link was successful -> angle::Result::Continue - the link failed -> angle::Result::Incomplete - there was an internal error -> angle::Result::Stop Note that any unexpected Incomplete is still an error. Each function that accepts Incomplete must check explicitly. This is the last user of ErrorOrResult. Bug: angleproject:2491 Change-Id: Idba23be27efe4b561720a4bdd8fe486b40779497 Reviewed-on: https://chromium-review.googlesource.com/c/1255645 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@google.com>
Brandon Jones 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>
Olli Etuaho efbabde2 2018-08-29T14:37:36 Support multisample array textures on D3D11 This implements complete support for multisample array textures on the D3D11 backend. There's a specialized TextureD3D class as well as a TextureStorage11 class for multisample array textures that have the bulk of the functionality. BUG=angleproject:2775 TEST=angle_end2end_tests, angle_deqp_gles31_tests Change-Id: I68116635c01cef0e48c089fd9da05a844ef2d802 Reviewed-on: https://chromium-review.googlesource.com/1216003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill ec1fe5b7 2018-08-10T10:05:52 D3D: Use angle::Result error pattern. This completes the refactor for the D3D9/D3D11 back-ends. Bug: angleproject:2752 Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b Reviewed-on: https://chromium-review.googlesource.com/1167209 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill c86c8b0c 2018-08-08T09:16:00 D3D9: Use angle::Result error pattern. Bug: angleproject:2752 Change-Id: Ica77969c6e4b8d61d491396a4fd56b0864e4803c Reviewed-on: https://chromium-review.googlesource.com/1163320 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 854429de 2018-07-27T08:12:48 D3D: Return error from getVertexSpaceRequired. This removes another use of the gl::ErrorOrResult pattern. Unblocks error refactoring. Bug: angleproject:2738 Change-Id: Ib611a3b68f8995469befd51797dfed34eaeee84e Reviewed-on: https://chromium-review.googlesource.com/1151450 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill b1565903 2018-07-27T08:12:48 D3D: Pass gl::Context to many more functions. This makes the Context more available for logging errors. Also includes more refactoring to VertexDataManager to ensure we can access the gl::Context. Bug: angleproject:2738 Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4 Reviewed-on: https://chromium-review.googlesource.com/1151449 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7dc43051 2018-07-09T09:18:49 D3D: Move Incomplete Textures to Context9/11. This cleans up another usage of getProxyContext. Bug: angleproject:2714 Change-Id: I5337e30cdd96e282e355c727bb40cd30e049ec1a Reviewed-on: https://chromium-review.googlesource.com/1128926 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 493f9571 2018-05-24T19:52:15 Add PrimitiveMode packed GLenum. Bug: angleproject:2574 Change-Id: I3d7bd7ca0d69a364a611dc04799ea34906fc4a6c Reviewed-on: https://chromium-review.googlesource.com/1067114 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 18e323ab 2018-05-11T16:54:17 D3D11: Fix out-of-range access with robust access. When using a vertex buffer with DYNAMIC usage, with robust buffer access enabled, we would sometimes read out-of-bounds when using very large values for the index range. An unchecked signed addition would overflow and lead to reading a negative offset. Fix this problem by keeping the value size_t whenever possible. Also do clamped casts when converting to a smaller values. Also adds a regression test. Bug: chromium:842028 Change-Id: Ie630ac857c6acfc0bace849a03eebfbaa2fbe89a Reviewed-on: https://chromium-review.googlesource.com/1055928 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Corentin Wallez 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>
Jamie Madill 888081d5 2018-02-27T00:24:46 D3D11: Refactor dependent Framebuffer state changes. Previously, when a state change would cause a Texture to recreate its storage specific to D3D11, we would use a dependent notification from RenderTarget11 to Framebuffer11 to re-check internal dirty bits. In this new method, we instead set dirty bits on the gl::Frambuffer directly. This also means we use fewer internal objects for these notifications, because we share the same structures between the D3D11 back-end notifications and the top-level notifications we use for Robust init and Framebuffer completeness. This also allows us to get rid of one "if" that we check on every draw call in D3D11. This also introduces a dirty bits guard concept - a shadow set of dirty bits that is checked in dependent state changes to ensure that extra bits aren't set inside syncState. This also implements Framebuffer dirty bits for the D3D9 back-end. This has the side effect of cleaning up the "null colorbuffer" D3D9 workaround. Bug: angleproject:2372 Change-Id: Ie346d39030f4f6df583d735685b0babea4e745a8 Reviewed-on: https://chromium-review.googlesource.com/936691 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang f81d17c2 2018-02-02T15:10:37 D3D11: Downsample when copying to emulated 16-bit texture formats. BUG=angleproject:2313 Change-Id: Ic1e679164d82f3024bb6842c9af2716aa10feb76 Reviewed-on: https://chromium-review.googlesource.com/900042 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Olli Etuaho ceffd20c 2018-01-08T16:39:45 Set colorspace of D3D pbuffers according to DXGI format When a EGL pbuffer is created based on a D3D SRGB texture using EGL_ANGLE_d3d_texture_client_buffer, SRGB conversions are performed as if it was an SRGB surface. The value of EGL_GL_COLORSPACE now reflects that correctly. If the pbuffer is bound to a texture and used as a framebuffer attachment, querying GL_FRAMEBUFFER_COLOR_ATTACHMENT also reflects that correctly. The behavior is the same on both the D3D backend, where there is no native interop involved, and on the GL backend using WGL_NV_DX_interop(2). There are a few limitations on the GL backend that relies on native interop: 1. SRGB conversion for textures created this way can't be disabled using the GL_FRAMEBUFFER_SRGB_EXT toggle that's exposed in ANGLE through EXT_sRGB_write_control. This is now documented in the EGL_ANGLE_d3d_texture_client_buffer spec. On the D3D backend this is not a problem since EXT_sRGB_write_control is not supported either way. 2. Creating a pbuffer out of a D3D11 texture with the format DXGI_FORMAT_B8G8R8A8_UNORM_SRGB does not work, even though it was listed as one of the supported formats in the EGL_ANGLE_d3d_texture_client_buffer spec. It's now mentioned that support for this format is optional. BUG=angleproject:2300 TEST=angle_white_box_tests Change-Id: I70ee0646680805e4469291a5b2ce59e92fda009e Reviewed-on: https://chromium-review.googlesource.com/866743 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Geoff Lang e1aa9219 2018-01-08T17:53:05 Create a new DeviceImpl each time one is requested from a DisplayImpl. This makes sure that the Device to DeviceImpl ratio is always 1:1 and avoids any potential double-deletion or unexpected deletion of DeviceImpl objects. BUG=742034 Change-Id: I778068ccd09b7478d3683123456062b94be242a1 Reviewed-on: https://chromium-review.googlesource.com/854627 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Jeff Gilbert 3dddccff 2017-11-14T16:44:36 Support RGB gl-tex-external stream consumers for StreamProducerNV12. This makes it relatively simple to sample from a D3D11Texture of arbitrary format. From: https://bugzilla.mozilla.org/show_bug.cgi?id=1322746 BUG=angleproject:2233 TEST=angle_end2end_tests Change-Id: I10cd3043b5cb0c5d36dd613467ba6c0ceadf41af Reviewed-on: https://chromium-review.googlesource.com/758042 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 37584b36 2017-12-01T11:04:03 Refactor: replace SamplerType with ShaderType BUG=angleproject:1987 Change-Id: I189e1606bd966eb369e8192a6866c8e90810e937 Reviewed-on: https://chromium-review.googlesource.com/802956 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Yunchao He 85072e8f 2017-11-14T15:43:28 ES31: Fix detaching/deleting compute shader after LinkProgram. This change also moves the ShaderType enum from D3D renderer to angletype.h. And it uses a bit mask to track the linked shader stages. BUG=angleproject:2247 Change-Id: I5c7ee1445d353a02e24549ffcf6b0ac694dd1069 Reviewed-on: https://chromium-review.googlesource.com/768629 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill acf2f3ad 2017-11-21T19:22:44 Apply Chromium style fixes. This addresses several minor code quality issues that are validated in Chromium, but not yet applied to ANGLE: * constructors and destructors must be defined out-of-line * auto is not allowed for simple pointer types * use override everywhere instead of virtual * virtual functions must also be defined out-of-line Slightly reduces binary size for me (~2k on Win, 150k on Linux). Bug: angleproject:1569 Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6 Reviewed-on: https://chromium-review.googlesource.com/779959 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 92019431 2017-11-20T13:09:34 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>
Jamie Madill 42975644 2017-10-12T12:31:51 Move incomplete texture logic to shared helper. The incomplete texture handling is similar between the D3D and Vulkan back-ends. We create 1x1 textures, initialize them to black, and bind them when we detect incomplete textures. We would also bind incomplete textures when we detect feedback loops. In the GL back-end, we wouldn't detect feedback loops, and would allow the driver to handle incompleteness. Instead implement this in a shared helper class, and do the feedback loop detection in the front-end for every back-end. This makes our behaviour more consistent between back-ends, and prevents undefined behaviour. Because initializing multisample textures is tricky (they can't be updated with TexImage calls) we do a bit of a workaround so the back-end can clear the incomplete multisample texture initially. This progresses the initial Vulkan textures implementation. BUG=angleproject:2167 Change-Id: I79ddcc0711fcc986f2578a52ac6f701231d241ac Reviewed-on: https://chromium-review.googlesource.com/700993 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Ben Wagner 211bff3f 2017-10-10T23:53:20 Enable inconsistent-missing-override for Clang Fix the resulting compile errors. No-Try: true Change-Id: I88e74f240b29ecf7b3883b0c5880dcb871e4c3cd Reviewed-on: https://chromium-review.googlesource.com/710415 Commit-Queue: Ben Wagner <benjaminwagner@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jamie Madill c9fed8dd 2017-09-12T15:23:00 D3D11: Move TF state management to StateManager11. This also changes the dirty TF object to use a Serial, which is more secure for very edge-care reallocation issues. It also moves the StateManager11::updateState call to be the very first thing that happens in a draw call. This prepares the back-end for making the state sync actually happen in Context11::syncState, instead of inside the draw call. Also moves a bit more TF management code out of RendererD3D and Renderer9. BUG=angleproject:2052 Change-Id: I93d033a07be2049023111975a31637c53893e8c8 Reviewed-on: https://chromium-review.googlesource.com/659229 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill d63961d0 2017-09-12T15:22:57 D3D11: Move Constant Buffer state to StateManager11. Also moves the logic of the constant buffer sync to StateManager11. Removes a few of the remaining virtual methods in RendererD3D. BUG=angleproject:1390 BUG=angleproject:2052 Change-Id: Ia6c1c3949fff84323331510d80bbfb6e1665d294 Reviewed-on: https://chromium-review.googlesource.com/659226 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 9d815378 2017-09-09T23:32:54 D3D: Refactor driver uniform application. This is a preparation for more dirty bits. It moves the driver constant buffer application into the state manager, redesigns how the dirtiness is tracked (no more memcmp) and also removes a couple of virtual calls. BUG=angleproject:1390 BUG=angleproject:2052 Change-Id: I41a75c280600ad8ba1f23c721d436214a116422a Reviewed-on: https://chromium-review.googlesource.com/659223 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Martin Radev c1d4e550 2017-08-21T12:01:10 D3D11: Select view in vertex shader View selection can happen in the vertex shader through the optional feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee Reviewed-on: https://chromium-review.googlesource.com/628419 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 561ed3ae 2017-08-31T16:48:09 D3D: Keep a single dirty bit for uniforms. This simplifies uniform management in D3D11. It will also facilitate further optimizations. Improves performance in a uniforms stress test by ~13% on a test machine. (UniformsBenchmark.Run/d3d11_null_400_vec4) BUG=angleproject:1390 Change-Id: Iba2c15d420396aa8fb4e8c451cba2b4dde7b4b77 Reviewed-on: https://chromium-review.googlesource.com/623930 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 401345e4 2017-08-21T10:52:40 D3D11: Move more state into StateManager11. This moves the input layout cache and vertex and index data managers and related info into the state manager. This makes it easier to manage the state application with regards to dirty bits. Also updates the dirty current value handling in StateManager11. BUG=angleproject:1156 BUG=angleproject:2052 Change-Id: I8de968a1f8416363aa1c49d9e9da129942d21275 Reviewed-on: https://chromium-review.googlesource.com/616783 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3cb4894c 2017-08-18T10:03:01 Make TextureD3D::clearLevel work with depth/stencil. Although we only used this method in one place that didn't need to clear depth or stencil, the method itself doesn't seem like it should be limited. It will become useful in later patches which initialize depth and stencil textures robustly. BUG=angleproject:2107 Change-Id: I7dc67608972f2b31c0cb4d309941be10f47d1d47 Reviewed-on: https://chromium-review.googlesource.com/585600 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4c56c607 2017-07-25T13:22:58 D3D: Make draw call translation check non-virtual. We don't support this call in D3D9, so need for it to be in RendererD3D. In general we want to have as few virtual calls in the hot draw call path as possible. Also rename it to 'drawCallNeedsTranslation' (with inverted condition checks). BUG=angleproject:1393 Change-Id: Ib212ec35aca4b5d45579acec65c20691b5853230 Reviewed-on: https://chromium-review.googlesource.com/584826 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Qin Jiajia 1da00653 2017-06-20T17:16:25 Remove IndexRange in DrawElements functions This change will remove IndexRange parameter in DrawElements functions. And calculate it until we truly need it. Meanwhile we add direct drawing path to avoid retrieving index range for DrawElements* functions in D3D11 backend. This change may not bring much performance improvement since we still need to retrieve index range in validation at the beginning of every DrawElements* call entry point. BUG=angleproject:1393 Change-Id: I86a8739c0893954c94eb398db62820ced7871565 Reviewed-on: https://chromium-review.googlesource.com/544634 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 253daa56 2017-07-20T17:24:01 D3D: Split applyTextures into each back-end. This paves the way for a dirty bits implementation for Textures, and also will allow more precise ordering of the state update in D3D11. The latter becomes important when moving the shader application. Because the texture update can affect the built-in driver uniforms, we neeed to update textures before we update the uniforms. BUG=angleproject:1156 BUG=angleproject:1387 Change-Id: I995e095517c598d8672c6400d08a430da0e8339b Reviewed-on: https://chromium-review.googlesource.com/580361 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
JiangYizhou 34bc315d 2017-03-29T14:56:01 ES31: Implement multisampled Textures for D3D part. Implement TexStorage2DMultisample api for d3d part. BUG=angleproject:1590 TEST=angle_end2end_tests --gtest_filter=TextureMultisampleTest* TEST=angle_deqp_gles31_tests --deqp-case=dEQP-GLES31.functional.texture.multisample.negative.fbo_* Change-Id: Icbfba45b9c2965af02b54dd4060b7b49970cb74b Reviewed-on: https://chromium-review.googlesource.com/457161 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Corentin Wallez db9e5d31 2017-06-12T12:05:45 D3D11: Only apply attachments that are written by the program This works around a bug in the AMD driver that writes 0's to the first attachment if it isn't written by the pixel shader. BUG=angleproject:2048 Change-Id: I384fd60c0e0a37fbc0fd7b69fe1ec74fe4ffac8f Reviewed-on: https://chromium-review.googlesource.com/531630 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 4928b7ca 2017-06-20T12:57:39 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>
Jamie Madill fe54834f 2017-06-19T11:13:24 Proliferate gl::Context. This enables a few small things: it will enable making the platform a property of the Display rather than a global. The same goes for the global logging annotator. Also it ensures all back-end implementations have access to the GL / EGL state when available. Also introduces a smart pointer helper class to angleutils for objects that prefer to be destroyed with a context (gl::Context/egl::Display) parameter. We were using std::unique_ptr in a few places that would not work well with these objects. BUG=angleproject:1156 Change-Id: I59e288a3d6f766ff8a0f4b48ff3a1fbf7489daba Reviewed-on: https://chromium-review.googlesource.com/529706 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 0fd806f1 2017-06-01T17:11:40 D3D11: Consolidate Shader allocation. Similar to the InputLayout init, this adds a small helper type to act as a wrapper around shader init data (binary and size). This also adds error trapping to the blit shader compilation. It also removes the LazyResource2 class, and the CompileXS helper methods. BUG=angleproject:2034 Change-Id: I3fd718393c8a0250e4263890f00d0e9147ec9567 Reviewed-on: https://chromium-review.googlesource.com/506776 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Geoff Lang 80616218 2017-05-17T15:40:03 Support CHROMIUM_copy_texture for all formats on D3D11. Adds a CPU readback and conversion path when the destination texture is not renderable. BUG=angleproject:1932 Change-Id: I71461ca991dc10dd636ff38e1ae20db2be0f8d63 Reviewed-on: https://chromium-review.googlesource.com/508308 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 231c7f56 2017-04-26T13:45:37 Apply clang-format to many files. This cleans up the formatting in many places. BUG=None Change-Id: I6c6652ebc042f1f0ffecced53582d09d66b4f384 Reviewed-on: https://chromium-review.googlesource.com/487884 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Xinghua Cao 73badc07 2017-03-29T19:14:53 ES31: Implement glDispatchCompute for D3D backend BUG=angleproject:1955 TESTCASE=angle_end2end_tests Change-Id: I69b4df83d67017d39df67753d6d17fc15ececebf Reviewed-on: https://chromium-review.googlesource.com/462067 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 876429b7 2017-04-20T15:46:24 Update gl2.h and update entry points. Some method signatures were updated. Types like GLclampf and GLvoid were replaced with other equivalents. BUG=angleproject:1309 Change-Id: I05e8e2072c5a063d87ad96a855b907424661e680 Reviewed-on: https://chromium-review.googlesource.com/475011 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Bryan Bernhart (Intel Americas Inc) 151d5de6 2017-04-13T09:52:23 Enable MSAA for texture client buffers Enhancement to the EGL_ANGLE_d3d_texture_client_buffer extension to allow use of a shared D3D texture that can be multi-sampled. BUG=angleproject:1917 Change-Id: Iaf59bbd575a5dfb29345f55b549bc4017bf2d7d0 Reviewed-on: https://chromium-review.googlesource.com/446907 Reviewed-by: Bryan Bernhart <bryan.bernhart@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 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>
Jiawei-Shao 2597fb64 2016-12-09T16:38:02 ES31: Refactor VertexArray for Vertex Attrib Binding OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should be split into two arrays: 1. an array of vertex buffer binding points, each of which specifies: - a bound buffer object, - a starting offset for vertex attribute data in that buffer object, - a stride used by all attributes using that binding point, - a frequency divisor used by all attributes using that binding point. 2. an array of generic vertex attribute format information records, each of which specifies: - a reference to one of the new buffer binding points above, - a component count and format, and a normalization flag for the attribute data, - the offset of the attribute data relative to the base offset of each vertex found at the associated binding point. Current ANGLE implementation simply uses a struct to represent a vertex attribute object, which does not meet the requirements above. This patch aims to be the the basis of the implementation of all ES3.1 Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and the class VertexArray to fit the new data layout and ensuring all current functionality is retained. BUG=angleproject:1593 TEST=angle_unittests, angle_end2end_tests, gpu_unittests Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254 Reviewed-on: https://chromium-review.googlesource.com/418880 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 408293f8 2016-12-20T10:11:45 D3D11: Fix stale SRVs with tiny depth textures. When the tiny depth texture would get re-created on change, it was not freeing any cached SRVs which were pointing to the old tex. Fix this by erasing the cache entry if the texure is recreated. Also include a test which hooks into the workarounds to force testing on every platform. Also narrow the workaround to only apply to depth/stencil textures which use these mips in GL, rather than D3D, where we always create a full mip chain. BUG=angleproject:1664 Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4 Reviewed-on: https://chromium-review.googlesource.com/421567 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 01074255 2016-11-28T15:55:51 D3D: Implement multi-thread shader compilation. Choose to use std::async for now to implement multi-threaded compiles. This should work across platforms and also be usable for other threading tasks. Note that std::async does not have a good way to wait for multiple std::futures. Also the Linux compile of std::async is broken due to a bug in an old STL version, so disable it on this platform. The implementation uses a static polymorphism approach, which should have very good performance (no virtual calls). This design leaves the door open for other future implementations, such as a Win32 thread pool, or one based on angle::Platform. BUG=angleproject:422 Change-Id: Ia2f13c3af0339efaca1d19b40b3e08ecca61b8e8 Reviewed-on: https://chromium-review.googlesource.com/413712 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2018c0ba 2015-12-08T11:48:51 Add a EGL_ANGLE_d3d_texture_client_buffer extension. Allows creation of pbuffers from D3D texture objects. BUG=540829 BUG=angleproject:1144 Change-Id: If8ea717ef011608cd01357c217837133d726d3ea Reviewed-on: https://chromium-review.googlesource.com/316804 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jiawei-Shao 9f4583dd 2016-10-19T11:19:51 Add Platform Detection and Tighten the workarounds on Intel GPU This patch intends to add platform detection to ANGLE and tighten the driver bug workarounds on Intel GPU. BUG=angleproject:1548 Change-Id: I1ea57e174f688a175da8b658de4337295037fcab Reviewed-on: https://chromium-review.googlesource.com/399914 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 47110bf4 2016-04-20T11:13:22 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>
Martin Radev 6230dd54 2016-08-23T15:20:03 Check for OpenGL ES support when creating context Support for an OpenGL ES version can come either through OpenGL ES, OpenGL core or available extensions. The context creation should fail if the requested OpenGL ES version is not supported. BUG=angleproject:1477 TEST=angle_end2end_tests Change-Id: I810d004a1bd62f75f162d775d3cf92c4283252a3 Reviewed-on: https://chromium-review.googlesource.com/374338 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3416ff3e 2016-08-04T10:13:21 D3D: Check for error before createTextureStorageEGLImage. Previously we were just dumping any unexpected errors here. Fix this by passing in the RT explicitly in the constructor, although we still store the EGLImage pointer in case the RT changes. BUG=angleproject:1455 Change-Id: Ie4d4a07c3a7b3a5ccc0a43c4e80bfc6ee43a676b Reviewed-on: https://chromium-review.googlesource.com/365411 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez c53507ca 2016-08-03T13:37:54 Noop cleanups to Renderer11.h and Renderer9.h BUG= Change-Id: I1cdaa61fa00cc418b3c0b4d9e8270e780ff0d8a6 Reviewed-on: https://chromium-review.googlesource.com/365737 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 97073d12 2016-04-20T10:42:34 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>
Yuly Novikov 07529ff8 2016-06-04T02:19:03 Remove const qualifier from generateConfigs Requested in https://chromium-review.googlesource.com/349353 BUG=angleproject:1362 Change-Id: I989757c2fb8f65d5afcfb177b7f8da1414871e6f Reviewed-on: https://chromium-review.googlesource.com/349694 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Jamie Madill 8b9b792d 2016-05-19T13:13:37 Make RendererD3D a bit smaller. Move some D3D11-specific stuff into Renderer11, and remove a few virtual methods that weren't needed to be virtual. BUG=angleproject:1369 Change-Id: Id37e7271ffc28b089dbea123dca70f38c1a06ffb Reviewed-on: https://chromium-review.googlesource.com/345913 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 0f2b1560 2016-05-13T16:15:35 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>
Jamie Madill 53ea9cc6 2016-05-17T10:12:52 Replace rx::Renderer with rx::ContextImpl. Previously Context had no Impl class, but had a special relationship with the instanced Renderer class. Having a ContextImpl backing every Context will allow new designs to enable things like multithreading (where each ContextImpl stores a Context-specific device) or non- virtual Contexts on Android or other platforms where it is more efficient. A large refactoring patch that touches every back-end. BUG=angleproject:1363 Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e Reviewed-on: https://chromium-review.googlesource.com/342052 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Olli Etuaho 77ae8d57 2016-05-06T14:19:01 Share TextureState structure with TextureImpl This refactoring patch removes the need to pass texture state to methods of TextureImpl in some cases. It also adds target value to TextureState, and moves TextureState definition to Texture.h. The effective base level can now also be queried from TextureState, which reduces the need to pass it around. Two different code paths that dealt with the TextureStorage11 SRV cache are combined into one. Besides refactoring, this patch fixes applying mTopLevel twice when determining the amount of mip levels TextureStorage11. BUG=angleproject:596 TEST=angle_end2end_tests, angle_unittests Change-Id: I1add3d9ad847bec56774e394125156cf9cb0fc2a Reviewed-on: https://chromium-review.googlesource.com/342940 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Jamie Madill 8415b5fd 2016-04-26T13:41:39 Pass ContextImpl to Framebuffer methods instead of ContextState. BUG=angleproject:1363 Change-Id: I7e7524d95f2ca31c35918f9fe5c0cb681ed93616 Reviewed-on: https://chromium-review.googlesource.com/340746 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 437fa654 2016-05-03T15:13:24 Add a ContextImpl class. This class can contain impl-specific functionality for a Context. This will eventually replace the Renderer class, and we can then start passing around a gl::Context instead of gl::ContextState. In D3D11, the ContextImpl could hold a DeferredContext, which would enable multi-thread rendering. In GL, we can implement non-virtual (native) Contexts. In Vulkan it might store the logical device. BUG=angleproject:1363 Change-Id: I39617e6d1a605d1a9574832e4d322400b09867ec Reviewed-on: https://chromium-review.googlesource.com/340745 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3f572680 2016-04-26T13:41:36 Rename gl::VertexArray::Data to gl::VertexArrayState. BUG=angleproject:1363 Change-Id: I5acf670bd88988941676cc9bc75606d55cca224e Reviewed-on: https://chromium-review.googlesource.com/340744 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 15243d9b 2016-04-26T13:41:35 Rename gl::Shader::Data to gl::ShaderState. BUG=angleproject:1363 Change-Id: I49cb5d7319742487c8c00c58ec58f9a29561b9c1 Reviewed-on: https://chromium-review.googlesource.com/340743 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Ian Ewell bda75597 2016-04-18T17:25:54 Finish NV12 support via streams. The main functionality for NV12 texture support through EGL streams has been added. Updates to the compiler, texture code, and stream code were added to support binding to external D3D11 NV12 textures. An end2end test was also added to test sampling of YUV textures and converting to RGB. There is also a new script to convert BMP files to an NV12 texture ready to load into D3D11 for testing purposes. BUG=angleproject:1332 Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0 Reviewed-on: https://chromium-review.googlesource.com/339454 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com> Reviewed-on: https://chromium-review.googlesource.com/341254 Reviewed-by: Ian Ewell <ewell@google.com>
Jamie Madill 48ef11b2 2016-04-27T15:21:52 Rename gl::Framebuffer::Data to gl::FramebufferState. Moving this out of the Framebuffer class allows us to forward- declare it. BUG=angleproject:1363 Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112 Reviewed-on: https://chromium-review.googlesource.com/340741 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 9670b03e 2016-04-29T09:47:47 Revert "Finish NV12 support via streams." Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc. Change-Id: I6e54305eba02b40927a35577594df39e951adb32 Reviewed-on: https://chromium-review.googlesource.com/341430 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Jamie Madill 9082b982 2016-04-27T15:21:51 Rename gl::Data to gl::ContextState. Part of the new world order of renaming the Obj::Data classes to ObjState. BUG=angleproject:1363 Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e Reviewed-on: https://chromium-review.googlesource.com/340740 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Ian Ewell 9b8b359f 2016-04-18T17:25:54 Finish NV12 support via streams. The main functionality for NV12 texture support through EGL streams has been added. Updates to the compiler, texture code, and stream code were added to support binding to external D3D11 NV12 textures. An end2end test was also added to test sampling of YUV textures and converting to RGB. There is also a new script to convert BMP files to an NV12 texture ready to load into D3D11 for testing purposes. BUG=angleproject:1332 Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860 Reviewed-on: https://chromium-review.googlesource.com/339454 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
Geoff Lang b0a53105 2016-04-01T11:43:54 Add a NativeWindowD3D abstract class to handle native window interactions. The previous NativeWindow class included D3D11 headers while being included in all D3D backds and had platform-dependent includes and members. This turns it into an abstract class that only implements the minimal functionality for each renderer. BUG=angleproject:1345 Change-Id: I8f20339dd6bba719e574a1dcb3ec859897c9228f Reviewed-on: https://chromium-review.googlesource.com/336780 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Jamie Madill 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>
Jamie Madill 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>
Jamie Madill 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>