- 22 Mar, 2016 2 commits
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Olli Etuaho authored
Several tests need to initialize arrays of RGBA texture data. Add a helper function for this to reduce duplication and to make the code more readable. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: Id4a35b34a8fad25c2dc263ad8635dd43355a4f17 Reviewed-on: https://chromium-review.googlesource.com/333911Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Olli Etuaho authored
Add checks for negative count to GenTransformFeedbacks and DeleteTransformFeedbacks, and check for active transform feedbacks in DeleteTransformFeedbacks. Unify validation and error messages of all other Gen/Delete calls. BUG=angleproject:1101 TEST=dEQP-GLES3.functional.negative_api.* (two more tests pass) Change-Id: I128063fab3db27a25e282a10c916c53646d68b9c Reviewed-on: https://chromium-review.googlesource.com/332142Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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- 21 Mar, 2016 1 commit
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Jacek Caban authored
Change-Id: I380fa56e9f65e5982e77d2b0cd5af70777cc24be Reviewed-on: https://chromium-review.googlesource.com/332951Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 16 Mar, 2016 2 commits
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Corentin Wallez authored
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 fc4712b5. This reverts commit 7d8585b8. Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7 Reviewed-on: https://chromium-review.googlesource.com/332989Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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Olli Etuaho authored
- Treat red/green views into depth/stencil formats as being red/green. - Sort all AddDXGIFormat calls in a similar way and remove duplicate AddDXGIFormat calls. - Add info on typeless formats. These changes are needed to make it possible to change integer texture DXGI formats. Native mipmap generation support will still be determined by querying the DXGI format info table with the texture storage format, so the TYPELESS formats will need entries there. The changes to format info used for depth/stencil formats will not affect existing uses of GetDXGIFormatInfo: - In Clear11.cpp, info is queried for rtvFormat and dsvFormat. Info for possible values of rtvFormat and dsvFormat is not changed. - In Renderer11::blitRenderbufferRect, info is queried for rtvFormat and dsvFormat. - In Renderer11::packPixels, GetDXGIFormaInfo is used to get a fast-copy function. The function only exists for conversion from BGRA to RGBA, so the changes do not affect this. - In Renderer11::getVertexComponentType, the component type is queried for vertex formats. The formats that might be queried here are SINT, SNORM, UINT, UNORM, or FLOAT formats with regular RGBA fields. Info is not changed for these. - In TextureStorage11_Cube::createSRV, the SRV or blitSRV format is queried for whether it has integer on unsigned integer channels. This will not be affected by the changes done to the format table. This change does not enable native mipmap generation for any new formats to avoid any possible regressions. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.texture.mipmap.* (no regressions), dEQP-GLES3.functional.fbo.* (no regressions) Change-Id: Ic5ed731ddf153ae97bce631b1634347f8d9ae75c Reviewed-on: https://chromium-review.googlesource.com/329690Reviewed-by:Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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- 15 Mar, 2016 2 commits
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Jamie Madill authored
Drawing with a DYNAMIC usage array or element array buffer should eventually lead to internally switching to a static usage, if the app doesn't modify the data very often. This perf test simply renders a bunch of random indexed triangles where both buffers are specified as DYNAMIC. It should perform just as well as the static usage after a warm-up period. BUG=angleproject:1334 Change-Id: Ibe432d2122feaefc82d3c11cdf227f93ada82eda Reviewed-on: https://chromium-review.googlesource.com/332578Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Kenneth Russell <kbr@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This will allow us to put these tests on the bots. BUG=angleproject:1340 Change-Id: Ic91423414c06210a97f9fbeeda4b7a0796c490f7 Reviewed-on: https://chromium-review.googlesource.com/332219Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 14 Mar, 2016 2 commits
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Olli Etuaho authored
blitSRVFormat stores the format that is used with ANGLE's internal blit shaders. By default, it is the same as the normal SRV format. For integer textures with a red channel, the RTV format is used instead. This makes it possible to change the storage format and the SRV format for the integer textures without affecting the blit format. The blitSRVFormat is used when doing blits in Blit11::copyTexture(). An exception is made for depth/stencil renderbuffer blit - in these cases it is okay to assume that the regular SRV format works for blitting. In the future the regular SRV format for integer textures will be changed to be different from their blit SRV format. TEST=angle_end2end_tests dEQP-GLES3.functional.fbo.blit.* (no regression) dEQP-GLES3.functional.texture.swizzle.* (no regression) BUG=angleproject:1244 Change-Id: Ie0e790e58ec054b64ef5983a09dbfc7754f269ca Reviewed-on: https://chromium-review.googlesource.com/327104Reviewed-by:Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Olli Etuaho authored
In GLES 3.0, GL_COLOR_ATTACHMENTi enums run all the way up to i=31, and don't stop at i=15 which the validation was previously checking against. It's acceptable to use this new enum range also for EXT_draw_buffers, since an error will still be generated if an enum is outside the range of maximum supported attachments. Also, generate INVALID_ENUM when dEQP tests expect it to be generated for color attachment number that's outside the supported range. This is not in line with the published 3.0 spec, but that's just an oversight in the spec document. Also fix incorrect INVALID_VALUE error in the validation of renderbufferStorageMultisample to INVALID_OPERATION. BUG=angleproject:1101 TEST=dEQP-GLES3.functional.negative_api.buffer.* (all pass) Change-Id: Ib8cf92651d29ef8fe8da0ce4bfa456cbc4d48850 Reviewed-on: https://chromium-review.googlesource.com/332140Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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- 12 Mar, 2016 1 commit
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Jamie Madill authored
Seems to fail the Windows 8 bots in FL9_3 for some reason. https://build.chromium.org/p/chromium.gpu.fyi/builders/Win8%20Release%20%28NVIDIA%29/builds/20703 VertexAttributeTest.ShortNormalized_ES2_D3D11_9_3 VertexAttributeTest.ShortUnnormalized_ES2_D3D11_9_3 BUG=angleproject:1339 This reverts commit fb57c04c. Change-Id: I4c678ff6b337e9a3e0a1fc809f96f6b89407ea33 Reviewed-on: https://chromium-review.googlesource.com/332442Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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- 10 Mar, 2016 8 commits
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Jamie Madill authored
During draw calls, we wouldn't add the current attrib offset to the required draw call size when checking attributes. This could lead to us producing warnings in the D3D11 runtime, and miss returning some errors. BUG=angleproject:1339 Change-Id: I03555be396df46f83d96dfb34fbcb145169625e8 Reviewed-on: https://chromium-review.googlesource.com/331807Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This was uncovered by the Clang-win bot, which uses a different set of warnings from MSVS. BUG=angleproject:1327 Change-Id: Id298fee2df92752b77bf6e2b93307fa5311cf1fc Reviewed-on: https://chromium-review.googlesource.com/332035Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Olli Etuaho authored
Trying to compile user-defined functions that have thousands of parameters introduces some instability in native compilers, so it is better to reject shaders with large numbers of function parameters in ANGLE. The check is only enabled if the SH_LIMIT_EXPRESSION_COMPLEXITY flag is turned on. The default limit for the number of parameters is 1024, but it can also be configured. BUG=angleproject:1338 TEST=angle_unittests Change-Id: I5c9b7a4e97e67f36e77f969368336fa8fffba1c3 Reviewed-on: https://chromium-review.googlesource.com/331970Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Kenneth Russell <kbr@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Corentin Wallez authored
BUG=angleproject:1323 Change-Id: I6d559db0e72e8efc37b447d15244465835a6f310 Reviewed-on: https://chromium-review.googlesource.com/331398Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Using a mock BufferFactory would sometimes leave us with a nullptr in the VertexBufferInterface class. This would lead to a null deref in the perf tests only. Fix this by adding a null check. BUG=593541 Change-Id: I98685a9990124f521cd26ed81a26aeb11aafaf0d Reviewed-on: https://chromium-review.googlesource.com/331768Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
The hashed query performs significantly faster than std::map. This improves performance in applications which use Bind* often. Also use the same scheme for the Context-managed resources. BUG=angleproject:1333 Change-Id: I8a1f25d80e060c62dab1f86005e1bc4df1c06dba Reviewed-on: https://chromium-review.googlesource.com/331387Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
The static promotion somehow slipped into the direct usage check, meaning we would never promote dynamic index data to static, even if unchanged for many frames. Fix this by putting the update back in the correct place. BUG=angleproject:1334 Change-Id: I90897fcd2f6a2b231ccef9f1fa044d276b238b56 Reviewed-on: https://chromium-review.googlesource.com/331388Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This avoids the need to consult the resource maps twice per bind. It improves performance in applications which call Bind* often. BUG=angleproject:1333 Change-Id: I7b733cc89e50e24a2e38a2eb2dc7fd658d612e27 Reviewed-on: https://chromium-review.googlesource.com/331386Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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- 09 Mar, 2016 2 commits
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Jamie Madill authored
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/330173Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Frank Henigman authored
GL_OES_depth32 is required for DEPTH_COMPONENT32_OES render buffers. This stops Mesa from complaining when using GLES in the back end. BUG=angleproject:1301 Change-Id: I8c6ce6a5ce0cb5bf26157e3bb414f391a41d15c4 Reviewed-on: https://chromium-review.googlesource.com/331359Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
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- 08 Mar, 2016 8 commits
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Jamie Madill authored
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/331385Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Olli Etuaho authored
Instead of querying DXGI format info to determine whether framebuffer data can be copied to packPixels target memory with memcpy, compare the internal format information from the ANGLE format to the packing format. This makes it possible to change some of the DXGI formats used for integer textures without breaking packPixels. This makes it possible to entirely remove the DXGI format to GL internal format mapping from the DXGI format info table. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.fbo.* (no regressions), dEQP-GLES3.functional.pbo.* (no regressions), Change-Id: Id5ffd581349e7afe39872d69cb05381f3e78d352 Reviewed-on: https://chromium-review.googlesource.com/329214Reviewed-by:Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Olli Etuaho authored
Extend the info log length checks to shader_utils used by tests, and treat info log with length 1 as empty, since it can only include the null terminator. At least the Intel GL driver may generate "\0" as info log in some situations, for example when compiling a user-defined function with 50000 parameters. BUG=angleproject:1323 Change-Id: I00f2965539ec235cb949c80c2a9e1d063d32fa15 Reviewed-on: https://chromium-review.googlesource.com/331461Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Frank Henigman authored
This stops Mesa from complaining when using GLES in the back end. BUG=angleproject:1301 Change-Id: I0b8cb78efea97c1ea0d21cd6b9f656e53b9b6cc2 Reviewed-on: https://chromium-review.googlesource.com/331395Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
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Olli Etuaho authored
This is done to make it possible to change some of the DXGI formats of integer textures without affecting their color read function associations. The packPixels function gets the ANGLE format from the texture helper, which now requires the ANGLE format to be passed in at the time of creation. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.fbo.* (no regressions), dEQP-GLES3.functional.pbo.* (all pass) Change-Id: I368337cfe5f8c86ff3292009ccf29e9d01409a07 Reviewed-on: https://chromium-review.googlesource.com/329213Reviewed-by:Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Corentin Wallez authored
BUG= Change-Id: I17d691b1e0ebdc766e2d3cb8363ce1c2b1ba26cf Reviewed-on: https://chromium-review.googlesource.com/331362Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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Olli Etuaho authored
D3D compiler can't resolve between these overloaded functions: float4 vec4(float2x2 x0); float4 vec4(float4 x0); Include the parameter types in the function name to disambiguate between overloaded user-defined functions and constructors, like this: float4 vec4_float2x2(float2x2 x0); float4 vec4_float4(float4 x0); This is only done for float2x2 and float4 parameters, other parameter types like float2x3 vs. float3x2 don't need this. BUG=angleproject:1099 BUG=angleproject:1030 TEST=angle_end2end_tests, dEQP-GLES3.functional.attribute_location.* (10 more tests pass), dEQP-GLES2.functional.attribute_location.* Change-Id: Ief047d41b0adbc238393c3c13cb29771cbb83d58 Reviewed-on: https://chromium-review.googlesource.com/329882Reviewed-by:Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Olli Etuaho authored
Add missing negation to validate the existence of a DEPTH_STENCIL attachment correctly. BUG=angleproject:1101 TEST=dEQP-GLES3.functional.state_query.fbo.framebuffer_attachment_x_size_rbo, dEQP-GLES3.functional.negative_api.state.get_framebuffer_attachment_parameteriv Change-Id: I278875684fdff562d16faba9a7eca0aa83bf80e9 Reviewed-on: https://chromium-review.googlesource.com/329867Reviewed-by:Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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- 07 Mar, 2016 5 commits
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Corentin Wallez authored
We previously marked them as failing but they are causing a crash so we skip them until they are fixed. BUG=angleproject:1323 Change-Id: I717e402d56ea88ef93da50d10803d0a62aa58fdf Reviewed-on: https://chromium-review.googlesource.com/331281Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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Jamie Madill authored
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/330172Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
These were only referenced by the StateManager11. Instead of using these cache variables, ensure the StateManager11 marks the RT as dirty and apply the RenderTarget state. Also remove the RenderTarget setters from Renderer11, and don't unapply RTs after a one-time set operation. The StateManager11 should take care of updating the necessary changes itself. BUG=angleproject:1321 Change-Id: Idc8d22ea9e92ac8d07392ab10d067df6084403bb Reviewed-on: https://chromium-review.googlesource.com/330462Reviewed-by:
John Bauman <jbauman@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Olli Etuaho authored
This will make it easier to verify changes to integer texture DXGI formats. Currently the DXGI format info table contains some values that wouldn't make sense after the integer formats are changed, such as R32_TYPELESS being recorded as a depth format, and we need to make sure no code relies on this kind of information to make changing the table safe. Includes cleaning up unused depth/stencil offset fields from DXGIFormatInfo. BUG=angleproject:1244 TEST=dEQP-GLES3.functional.fbo.blit.*depth* Change-Id: I0149f28e4c6f961af99ac2f5a656f3fbfe13aee6 Reviewed-on: https://chromium-review.googlesource.com/328964Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Olli Etuaho authored
BUG=angleproject:1101 TEST=dEQP-GLES3.functional.state_query.integers.* (all pass) Change-Id: I3a70335eeaef39822700ff639443a59849ed53fa Reviewed-on: https://chromium-review.googlesource.com/329866Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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- 05 Mar, 2016 3 commits
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Olli Etuaho authored
The count should be the total amount of shader ids written. Before this patch the code used to write the amount of attached shaders to count regardless of the value of maxCount. BUG=angleproject:1101 TEST=dEQP-GLES3.functional.state_query.shader.* Change-Id: I5ae729748c7809f03fd496c927a76f60398d2b42 Reviewed-on: https://chromium-review.googlesource.com/329865Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Instead of splitting attributes into 'active enabled' and 'active disabled', split them into static/dynamic/direct/current value, and handle each group invidually. This also will allow the dirty bits code to call in to the VertexDataManager separately for each type of necessary vertex data translation, and skip it entirely for direct buffer storage. Should be a refactoring patch only. BUG=angleproject:1327 Change-Id: I53cb5672054d99ae68e9aa2e5a3c046a002e360d Reviewed-on: https://chromium-review.googlesource.com/330171Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
The current caching logic stores multiple static attributes in a single buffer if the attributes share a D3D buffer - sometimes. If a buffer is 'committed' (has been used in a draw) then we would make a new D3D buffer for the next set of static attributes. Instead use a simpler scheme of a single D3D buffer for each static attribute. Also change rx::VertexBuffer to a reference counted class. This simplifies the caching logic for static vertex buffers (translated attributes) considerably. We only need to release the buffers when the ref count is zero, and ensure we track the ref count correctly when bound to D3D. This leads the way towards using a simpler dirty bit scheme for intelligent state updates, and less overhead doing work with buffer state updates. BUG=angleproject:1327 Change-Id: I99461d50b9663024eaa654cd56b42a63f1416d08 Reviewed-on: https://chromium-review.googlesource.com/330170Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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- 04 Mar, 2016 4 commits
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Ian Ewell authored
The new header contains EGL_NV_stream_consumer_gltexture_yuv, which will be implemented in the future for video rendering purposes. BUG=angleproject:1332 Change-Id: Ia35ee7360b8f09703ad2800c641c67f0f243e927 Reviewed-on: https://chromium-review.googlesource.com/330278Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
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Corentin Wallez authored
The GL driver can sometimes have an empty info log and return an info log length of 0. This would cause a vector to be initialized with a length of 0 just before it's .data() pointer was used, causing a segfault. BUG=angleproject:1323 Change-Id: Iaf9b569ec64a90c714a213562e427fb7cc8daa6b Reviewed-on: https://chromium-review.googlesource.com/330197Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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Olli Etuaho authored
This is done to make it possible to change some of the DXGI formats of integer textures without affecting their mip generation function associations. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.texture.mipmap.*generate* (all pass) Change-Id: Ie83dd0e1883e9d8e267fbd4bf54b1e466fb0b210 Reviewed-on: https://chromium-review.googlesource.com/328963Reviewed-by:Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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Olli Etuaho authored
This query would return either the RTV format, the DSV format or the texture format depending on the render target. This made the code hard to understand. getDXGIFormat() calls are replaced by querying the ANGLE format, and explicitly choosing which associated DXGI format to query info for (RTV format or DSV format). This refactoring makes changing some format associations for integer texture formats easier in the future. BUG=angleproject:1244 TEST=angle_end2end_tests, dEQP-GLES3.functional.fbo.blit.* (no regressions) Change-Id: Ibe3c03fc6b7768af1a131d4df3909a1e20a71228 Reviewed-on: https://chromium-review.googlesource.com/329102Reviewed-by:Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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