1. 03 Jun, 2021 6 commits
  2. 02 Jun, 2021 13 commits
  3. 01 Jun, 2021 9 commits
  4. 31 May, 2021 5 commits
  5. 30 May, 2021 1 commit
  6. 28 May, 2021 3 commits
  7. 27 May, 2021 3 commits
    • Gold Tests: Fix batch uploading · ce7d80bd
      Yuly Novikov authored
      Uploading to Gold used to stop after the first failure in the batch
      
      Bug: angleproject:5966
      Change-Id: Iff89c106b18a9aab5a43742a6085c5f9a3c9a188
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2923784Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
      Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
    • Vulkan: Fine-grained depth stencil layout transition barrier · b6bd039c
      Charlie Lao authored
      Gfxbench Manhattan uses depth attachment as texture in the same render
      pass, which creates a feedback loop. The layout we are using for this
      has kAllShadersPipelineStageFlags even though it only used by fragment
      shader. This creates an unnecessary vertex/fragment dependency that
      hurts performance on some mobile GPUs. This CL split
      DepthStencilReadOnly to DSAttachmentReadAndFragmentShaderRead,
      DSAttachmentReadAndAllShadersRead, and DepthStencilAttachmentReadOnly,
      so that if it is used by fragment shader, we only barrier against
      fragment stage. If not used by any shader, we don't block any shader
      stages. To make names consistent, this CL also renames
      DepthStencilAttachmentAndFragmentShaderRead to
      DSAttachmentWriteAndFragmentShaderRead, renames
      DepthStencilAttachmentAndAllShadersRead to
      DSAttachmentWriteAndAllShadersRead.
      
      Bug: b/169891513
      Change-Id: Iede497e8af028861f9166a32d122f26dc7aa864a
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2453599
      Commit-Queue: Charlie Lao <cclao@google.com>
      Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>
      Reviewed-by: 's avatarTim Van Patten <timvp@google.com>
    • Vulkan: Disable shadowBuffers feature · 5e631c5f
      Charlie Lao authored
      For PixelUnpack, if the feature is enabled, it always create a shadow
      CPU mapped memory. Then when mapBuffer is called, it let user write to
      the shadow memory. At unmapBuffer time, it memcpy the shadow buffer data
      to context's staging buffer and then issue a vkCmdCopyBuffer from
      context staging buffer to the PixelUnpack buffer. This involves too
      many data copies. The proper way to do it is simply make sure to create
      the buffer as CPU map-able and let user directly write to it. If we find
      cases that CPU waiting for GPU to finish is causing performance issues,
      there are two ways to improve/fix it: 1)Add event at end of each
      renderpass or FBO so that we know if GPU access is finished or not
      without have to wait for entire frame to finish rendering. 2) Create
      multiple buffers and ping-pong between them, at least there will be no
      VkCmdCopyBuffer call involved like shadow buffers do. But we will leave
      that to future time when we find such need.
      
      Bug: angleproject:5986
      Change-Id: Ib8300e46e779d20533c1f7f81624de0ce003788b
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2909758
      Commit-Queue: Charlie Lao <cclao@google.com>
      Reviewed-by: 's avatarTim Van Patten <timvp@google.com>
      Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>