- 03 Oct, 2017 8 commits
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Geoff Lang authored
The previous validation used some workarounds because it didn't know if the texture format was sized or not. Now that the InternalFormat struct tracks this, the validation can work correctly for floating point formats. BUG=angleproject:2149 Change-Id: I583db4a36137a57dd1b7fc81cd4e3b6d5972fc67 Reviewed-on: https://chromium-review.googlesource.com/665163 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This only seems to affect GCC's enum-compare warning, because we were comparing an untyped enum with a size_t enum. BUG=None Change-Id: I74b8315cff61344d1b7700b1c56a40d2ffce41e2 Reviewed-on: https://chromium-review.googlesource.com/698296Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Geoff Lang authored
BUG=angleproject:2107 Change-Id: I088956a1e13247c593cbb84677f346ef6f0fe983 Reviewed-on: https://chromium-review.googlesource.com/678483 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Inintialize all D3D11 texture allocations with dummy values in debug. BUG=angleproject:2107 BUG=angleproject:1635 Change-Id: Ibcc6cc30480b32430563143f35f38dda16fdb83c Reviewed-on: https://chromium-review.googlesource.com/678477 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Geoff Lang authored
BUG=angleproject:1523 Change-Id: I145323661bc4fdd596784eb7b6e9d8f4588c7270 Reviewed-on: https://chromium-review.googlesource.com/688099 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Geoff Lang authored
BUG=angleproject:1523 Change-Id: If2da4bff180664de997c981165672858c19ebe78 Reviewed-on: https://chromium-review.googlesource.com/685649 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Jamie Madill authored
This patch moves the robust resource init logic to the GL front-end. Instead of initializing texture resources immediately on creation in D3D11, it defers the clear until before a draw call in some cases, or skips the update if we can determine if a texture (or other resource) has been fully initialized. Currently lazy init is only implemented for Textures, Renderbuffers, and Surfaces. Various places where lazy resource init is triggered: * Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels) * Texture operations (SubImage, GenerateMipmap, CopyTexImage) Some efficiency gains remain to be implemented, such as when a SubImage call fills the entire object. Similarly for Blit, and a few other operations. In these cases we can skip lazy init as an optimization. Edge cases with EGLImage are mostly untested. BUG=angleproject:2107 Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8 Reviewed-on: https://chromium-review.googlesource.com/576058 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Kai Ninomiya authored
Follow up to https://crrev.com/c/669642 Bug: angleproject:2041 Change-Id: I27bf4458f5c8be265b757fd5a3ea10f5ffa9e10e Reviewed-on: https://chromium-review.googlesource.com/696764 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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- 02 Oct, 2017 6 commits
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Geoff Lang authored
BUG=770696 Change-Id: Ic7bcc2b5c76817888647022505a2442ce4016b1e Reviewed-on: https://chromium-review.googlesource.com/696125Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
BUG=770696 Change-Id: Ice5345eddc4cec61cd5ce33a7cd5d45fa68379a5 Reviewed-on: https://chromium-review.googlesource.com/695918Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
BUG=angleproject:1523 Change-Id: I73df8d9a23c3d22792abde44b495be7478abfc22 Reviewed-on: https://chromium-review.googlesource.com/685648 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Geoff Lang authored
BUG=angleproject:1523 Change-Id: If50a4bf5e33bf0b9ad76a9c6bb999cf4d620c709 Reviewed-on: https://chromium-review.googlesource.com/685647 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Geoff Lang authored
BUG=angleproject:1523 Change-Id: Ia934a186ce490083f93b59eedd3bdf48e0fcb727 Reviewed-on: https://chromium-review.googlesource.com/685799Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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Jiawei-Shao authored
This patch intends to implement glSampleMaski on D3D11 backends. In D3D11 the sample mask word can be set by OMSetRenderState. This function can only accept an UINT as its parameter SampleMask, so the value MAX_SAMPLE_MASK_WORDS in D3D11 backends is set to 1. BUG=angleproject:1592 TEST=dEQP-GLES31.functional.state_query.*.sample_mask* TEST=dEQP-GLES31.functional.texture.multisample.*.sample_mask* Change-Id: I27f509cf81624d95948b06739bb9fe21288d2d31 Reviewed-on: https://chromium-review.googlesource.com/691259 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 29 Sep, 2017 3 commits
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Kai Ninomiya authored
PMurHash comes from the smhasher repository at chromium/src/third_party/smhasher Bug: 697758 Change-Id: Id2859edf37ae66bf27509d53db7f22db8831fe44 Reviewed-on: https://chromium-review.googlesource.com/687970 Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This is a bit of a hack, similar to how D3D11 works. We need to write output locations in the GLSL shader before we send them to glslang, so we wait until the link call, then string-replace some hard-coded identifeir code to the attribute location determined by ANGLE. This CL also fills in some of the vertex format conversion tables in formatutilsvk.cpp. BUG=angleproject:2167 Change-Id: I2424d0d990bdbcd831a4dd130e61e87d8f8f479f Reviewed-on: https://chromium-review.googlesource.com/677555 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Frank Henigman <fjhenigman@chromium.org>
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Jamie Madill authored
This should give us the ability to send off more than one frame to the presentation engine at once. Instead of using a single pair of Semaphores to lock each surface, we make a Semaphore pair per Swapchain image. BUG=angleproject:1898 Change-Id: I9e833ed9969a79617d0a8968b0d5a25c27139e87 Reviewed-on: https://chromium-review.googlesource.com/672149 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Frank Henigman <fjhenigman@chromium.org>
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- 28 Sep, 2017 1 commit
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Jiawei Shao authored
This patch intends to implement glSampleMaski on OpenGL backends. Refers to: https://chromium-review.googlesource.com/c/487603 BUG=angleproject:1592 TEST=dEQP-GLES31.functional.state_query.*.sample_mask* TEST=dEQP-GLES31.functional.texture.multisample.*.sample_mask* Change-Id: If5ddd6ab57259593919a482be80fbdbe29f6f54d Reviewed-on: https://chromium-review.googlesource.com/573727 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 27 Sep, 2017 4 commits
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Corentin Wallez authored
BUG=angleproject:2137 Change-Id: I385eab17b60ae434b06c8235d7ee7849c145e765 Reviewed-on: https://chromium-review.googlesource.com/688681 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Corentin Wallez authored
BUG=angleproject:2137 Change-Id: If1b186de7aed3464427864b3a68dffd74cb497ed Reviewed-on: https://chromium-review.googlesource.com/687871 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Corentin Wallez authored
BUG=angleproject:2137 Change-Id: I0d434f6b92164fecb10ee61c8cb662ccab8470f1 Reviewed-on: https://chromium-review.googlesource.com/685937 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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JiangYizhou authored
Multisampled texture with unfilterable internalformat and default filter state shouldn't be justified as incomplete texture in angle. However, the default filter state is set to LINEAR and internalformat like R8I or R8UI is not filterable, which lead to texture incomplete. In es 3.1 spec 8.16, 'The effective internal format specified for the texture arrays is a sized internal color format that is not texture - filterable(see table 8.13), and either the magnification filter is not NEAREST or the minification filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST'. As to Table 20.11, The default value of minFilter is NEAREST_MIPMAP_LINEAR, magFilter is LINEAR. Because in 11.1.3.3,'Multisample textures are not filtered when samples are fetched, and filter state is ignored.' So we ignore filtering for multismaple texture completeness. BUG=angleproject:1590 TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_*_texture_2d TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_*_texture_int_2d TEST=dEQP-GLES31.functional.shaders.builtin_functions.texture_size.samples_*_texture_uint_2d TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_color_2d TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_int_2d TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_uint_2d TEST=dEQP-GLES31.functional.texture.multisample.samples_*.use_texture_depth_2d Change-Id: I0533bd028e0bbb66d9f731a2395f6c8ae7db8938 Reviewed-on: https://chromium-review.googlesource.com/564843 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 26 Sep, 2017 1 commit
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Geoff Lang authored
BUG=765953 Change-Id: I4dc79921766975cd75c489887b7e57ec4666fbbb Reviewed-on: https://chromium-review.googlesource.com/685897Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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- 25 Sep, 2017 2 commits
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Jamie Madill authored
Applies to UNREACHABLE and UNIMPLEMENTED. This helps track down the offending line more easily. BUG=angleproject:2167 Change-Id: I97eb80677a6dd432a04f5e7516c3db3de8e7128a Reviewed-on: https://chromium-review.googlesource.com/679999 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Yuly Novikov <ynovikov@chromium.org>
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Yunchao He authored
Some code refactoring in this change: 1) It moves some public methods to static. These methods are only used in validationES3.cpp. They are not necessay to be exposed to public. 2) The error messages to check context version are inconsistent. It makes them to be consistent. BUG:angleproject:2005 Change-Id: I5af4c3300634ccc44aac386c90dcb0522acbff83 Reviewed-on: https://chromium-review.googlesource.com/661324 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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- 21 Sep, 2017 10 commits
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Jamie Madill authored
This method was removed in a prior patch. BUG=angleproject:1898 Change-Id: I2ab3c36bbef4ce6c978cd4c09cc191c4e7ff7991 Reviewed-on: https://chromium-review.googlesource.com/677547Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This saves some time spent in the driver, by making multiple draw calls happen inside a single RenderPass. This also makes the ReadPixels impl method non-const. I think in the future we should avoid making const Impl methods unless they're totally trivial. BUG=angleproject:1898 Change-Id: I39172270a2f7dc5c1c2e3d4cc50af3bac8a29fa1 Reviewed-on: https://chromium-review.googlesource.com/672148Reviewed-by:
Frank Henigman <fjhenigman@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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Jamie Madill authored
Although this adds a boolean check (and state flag maintenance) cost to each draw call, it makes ANGLE's internal life a lot simpler because it doesn't have to process a framebuffer change until the draw call. It turns out there are a few dependent checks of the Framebuffer that aren't always easy to do. In one test, Context destruction was triggering RenderTarget invalidation, after the Context had already freed the Framebuffer manager. This also fixes the problem in feature level 9_3 with framebuffer invalidation affecting the internal dirty bit set. (Note that it still dirties the Framebuffer for the next frame). BUG=chromium:767279 BUG=angleproject:2151 Change-Id: I74d61bddf9926004a04f712a9f9eb1205d5df0e1 Reviewed-on: https://chromium-review.googlesource.com/676657Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This flag will only render the first frame of each perf test, regardless of their preferences for how many seconds to run. It will be useful for speeding up the run time of the perf tests on testing infrastructure that only cares about correctness. BUG=chromium:725308 BUG=chromium:765321 Change-Id: I926f488c42f27ef23ef06a0159902613cff04080 Reviewed-on: https://chromium-review.googlesource.com/677306Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Introduce a dirty bit for current value attribs, and try to speed up the check for dirty vertex attribs. This series of small optimizations gives about a 15% improvement on the draw call benchmark for the D3D11 backend with the null driver. BUG=angleproject:1155 Change-Id: Idf560efa3af62776e8bdbdf693f8b06db8792c21 Reviewed-on: https://chromium-review.googlesource.com/666048Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This cleans up the point sprites dirtying logic into applyIndexBuffer. This series of small optimizations gives about a 15% improvement on the draw call benchmark for the D3D11 backend with the null driver. BUG=angleproject:1155 Change-Id: I210dd408d11ef5a0b58b0ad32d1255c787a55fba Reviewed-on: https://chromium-review.googlesource.com/666047Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Only iterate the enabled draw buffers, and the depth/stencil buffer. This series of small optimizations gives about a 15% improvement on the draw call benchmark for the D3D11 backend with the null driver. BUG=angleproject:1155 Change-Id: I5b29362f93c016c146d2a6527b378853bc070239 Reviewed-on: https://chromium-review.googlesource.com/666046Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This moves the skipDraw logic into applyPrimitiveType, since it's more efficient to only check the primitive type once. Also merges the draw*Impl and genericDraw* methods, since the generic* methods weren't really doing anything anymore, and all the state logic lives in StateManager::updateState. This series of small optimizations gives about a 15% improvement on the draw call benchmark for the D3D11 backend with the null driver. BUG=angleproject:1155 Change-Id: I299213da6d1bbcb08691d5b50162e6cae16cb4bb Reviewed-on: https://chromium-review.googlesource.com/666044Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jiawei Shao authored
The workaround for calling clearRenderTargetView on small targets isn't needed on the newly released Intel D3D driver 15.46-4771 because the fix of this bug has been merged into this driver. BUG=chromium:655534 Change-Id: I90125971fd4b782b7363b8ca3104bd500e21a034 Reviewed-on: https://chromium-review.googlesource.com/668223 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
"Add test for GL_KHR_robust_buffer_access_behavior" introduced a failure in Windows 10 NVIDIA OpenGL configs. "ES31: Enable shader storage buffer support for OpenGL backend" introduced a failure on Linux Intel HD 630 configs. BUG=angleproject:1463 BUG=angleproject:1951 Change-Id: I791bc729893b7f31093ab1678dc8d01edfbd0a5a Reviewed-on: https://chromium-review.googlesource.com/676473Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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- 20 Sep, 2017 5 commits
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Jamie Madill authored
This allows us to skip calling the dynamic shader generation and program shader application when there haven't been any state changes. It builds on the previous work that immediately update state caches in the VertexArray11 and Framebuffer11. It should improve performance in draw-call limited applications by a small margin. For reference, here are the conditions under which the shaders are refreshed: 1. Directly changing the program executable 2. The vertex attribute layout 3. The fragment shader's rendertargets 4. Enabling/disabling rasterizer discard 5. Enabling/disabling transform feedback 6. An internal shader was used 7. Drawing with/without point sprites Improves the score of the draw call stress test for the D3D11 back-end (with null driver) by about 40% on my test machine. The 9_3 back-end seems to have an issue where the getSRV call to a texture storage can change the "use level zero workaround" status of the storage, which in turn will invalidate the state. Since this is localized to 9_3 only, put in a hack to disable an assert check for now. BUG=angleproject:2151 Change-Id: Idbd0a31376691b33972e735d5833a9b02a8a4aa9 Reviewed-on: https://chromium-review.googlesource.com/666278Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
The used flag was redundant with the index (which used MAXUINT). The name was redundant with the stored uniform. Removing these gives a very minor performance speed up when iterating and retrieving uniform locations. BUG=angleproject:1390 Change-Id: Ieeccdff7c131e1359e754e246d3648b73aad5baf Reviewed-on: https://chromium-review.googlesource.com/659224 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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Jamie Madill authored
For some reason we were using the second GLint value passed into the method, when the spec says we should have a single clear value. Noticed when adding tests for lazy robust resource init (tests will be added in a subsequent patch). BUG=angleproject:2107 Change-Id: Iadfc5072796255072bfb71ff1918253045e29576 Reviewed-on: https://chromium-review.googlesource.com/675049 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Frank Henigman <fjhenigman@chromium.org>
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Jamie Madill authored
This allows us to call StateManager11::invalidateRenderTarget from the Framebuffer11::signal function, which will then trigger state refresh on the next draw call. This requires passing Context through a few more Renderbuffer methods, and reorganizing the RenderTarget signalling so that it doesn't signal dirty in the destructor. Instead they are signaled as they are destroyed in the containing classes. BUG=angleproject:2151 Change-Id: I4cf575e4a01b48275ff78d75bc55b2d1fced591d Reviewed-on: https://chromium-review.googlesource.com/673139 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Frank Henigman <fjhenigman@chromium.org>
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Jamie Madill authored
This cleans up some of the iteration logic. BUG=angleproject:2151 Change-Id: I8d80a8d732ee808babbb4859290b648b4fa67b4d Reviewed-on: https://chromium-review.googlesource.com/673138 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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