- 07 Nov, 2017 9 commits
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Nicolas Capens authored
If both libGLES_CM and libGLESv2 are available, we were using the former for creating the buffers of an EGL surface. The choice is arbitrary, but it causes confusing issues when an interface changes and one of the libraries wasn't rebuilt. This is less likely to occur for libGLESv2. Change-Id: If0c05d50a141c3782866892694d238332d8211db Reviewed-on: https://swiftshader-review.googlesource.com/13388Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
The Reactor Value resulting from loading the value from the dereferenced Pointer does not get passed to the Int4 cast constructor correctly. This happens in 32-bit builds on Visual Studio 2017 (15.3.5), but not in 64-bit builds. Change-Id: I68e1639ada436c65bb4f3bf9b3ac88d503f10e30 Reviewed-on: https://swiftshader-review.googlesource.com/13554Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Change-Id: I53b7938af132180dcf95312c76790fe761aab35d Reviewed-on: https://swiftshader-review.googlesource.com/13553Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Cube texture sampling functions which take explicit gradients require the gradients to divided by the same factor used to project the texture coordinates onto the cube. Previously we assumed they were already in the projected coordinate space. Change-Id: I2825df17bee74b551b8d7491c050b7766653a65c Reviewed-on: https://swiftshader-review.googlesource.com/13552Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
This is necessary for cube or 2D array shadow texture sampling functions which need the fourth texture coordinate component for depth comparison while also taking a lod or bias parameter. Change-Id: I1e1399f134e22cecaff97a224df2c13c57ba3a40 Reviewed-on: https://swiftshader-review.googlesource.com/13551Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Change-Id: Ib62f310abecbc4cdaf6e9300791600f25af0eaf3 Reviewed-on: https://swiftshader-review.googlesource.com/13550Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Previously we dynamically allocated an array of SamplerCores. This isn't necessary and we can just create one as a temporary object where used. This has the added advantage that we could have Reactor variables as class members and keep them short-lived. Change-Id: Ifb2e6edbf275aa793bd7880bd35384e16000007d Reviewed-on: https://swiftshader-review.googlesource.com/13548Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Depth format textures can have a comparison operation performed after their texels have been sampled. Change-Id: I49f6bb7fab9765265761144ee8b6b62439beb5a3 Reviewed-on: https://swiftshader-review.googlesource.com/5870Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Alexis Hetu authored
Fixed glBindVertexArray. The early return was wrong, binding vertex array 0 is perfectly valid. All related dEQP tests pass. Change-Id: Idd0ae745dc15877afb7c7323aab8253fb71e9017 Reviewed-on: https://swiftshader-review.googlesource.com/13549Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 03 Nov, 2017 1 commit
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Alexis Hetu authored
Varying variables can be structure in OpenGL ES3. This cl adds support for structure varyings. Change-Id: I4d1d80c6afed0a86a23b0a467d4764a4e08f133d Reviewed-on: https://swiftshader-review.googlesource.com/13529Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 02 Nov, 2017 1 commit
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Alexis Hetu authored
When multisampling is enabled, outline edges were getting initialized to one of the primitive's X position. If the primitive was out of bounds, then the default position was out of bounds, which led to an initial out of bounds memory access. Added a clamp to fix the issue. Bug chromium:779364 Change-Id: I4661f4229ee28a3032c763ed18dde799d3c3926b Reviewed-on: https://swiftshader-review.googlesource.com/13528Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 01 Nov, 2017 1 commit
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Corentin Wallez authored
This will help ASan find bugs in the translator when fuzzing, by making separate allocations instead of using suballocations within the pool. BUG=swiftshader:86 Change-Id: Ic59f7eef2c7985f7bf545d41be956df478331e2d Reviewed-on: https://swiftshader-review.googlesource.com/13488Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Corentin Wallez <cwallez@google.com>
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- 31 Oct, 2017 3 commits
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Nicolas Capens authored
Was an implicit narrowing from size_t (64-bit) to unsigned int (32-bit). Change-Id: I9726d70370d97da1bae2652bbce9db929179a292 Reviewed-on: https://swiftshader-review.googlesource.com/13469Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Unused variable 'entry'. Change-Id: I115b7d599d871c0f130f72e32618a8ed29776b81 Reviewed-on: https://swiftshader-review.googlesource.com/13468Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Bug swiftshader:86 Change-Id: If98cbf93e8b8d41246d9f06503da0752fe968ff8 Reviewed-on: https://swiftshader-review.googlesource.com/13448Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Corentin Wallez <cwallez@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 30 Oct, 2017 3 commits
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Nicolas Capens authored
Bug swiftshader:86 Change-Id: Ide76f9e7d8c490e5057959e1a7c28dfc7119151a Reviewed-on: https://swiftshader-review.googlesource.com/13428Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Corentin Wallez <cwallez@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Alexis Hetu authored
gl_MaxDrawBuffers is still available in OpenGL ES 3.0. It was just a matter of making it part of the common builtins. Change-Id: Icd3ca9f4f50cba43c345974ef72603800155a573 Reviewed-on: https://swiftshader-review.googlesource.com/13389Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Alexis Hetu authored
Currently Windows and Linux already use the Subzero backend, while MacOS still uses the LLVM backend. This cl switches MacOS to using the Subzero backend. Change-Id: Ibc20add93c5f413271832fd1dd7fe7ae00cda9f4 Reviewed-on: https://swiftshader-review.googlesource.com/11213Reviewed-by:
Alexis Hétu <sugoi@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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- 27 Oct, 2017 6 commits
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Corentin Wallez authored
BUG=swiftshader:86 Change-Id: Ia57c894170e790cdd1ea2fe3b92bbba7f643ba64 Reviewed-on: https://swiftshader-review.googlesource.com/13368Tested-by:
Corentin Wallez <cwallez@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Bug swiftshader:86 Change-Id: I8339f3882163daa078ac71034aaf37147e51d725 Reviewed-on: https://swiftshader-review.googlesource.com/13349Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Change-Id: I119c9bd65624035cbb0afb850b061e140b6a296f Reviewed-on: https://swiftshader-review.googlesource.com/13348Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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Corentin Wallez authored
We should really have these suppressions in a shared config over all swiftshader. BUG=swiftshader:86 Change-Id: I1b8fa6342090e78e2338a7d748bcb29911f9e393 Reviewed-on: https://swiftshader-review.googlesource.com/13328Reviewed-by:
Alexis Hétu <sugoi@google.com> Tested-by:
Corentin Wallez <cwallez@google.com>
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Corentin Wallez authored
The fuzzer still needs to parse state and source from `data` before it can actually be useful. Bug swiftshader:86 Change-Id: Iafcbce4748b83a4fb9f829e3e8a473d161d3a696 Reviewed-on: https://swiftshader-review.googlesource.com/13249Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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Corentin Wallez authored
Without this the GN shared library doesn't export any of the gl entry-points making it useless. Bug swiftshader:86 Change-Id: I97f6acf4204d6e908ad12c89c79d40769dc824a4 Reviewed-on: https://swiftshader-review.googlesource.com/13308Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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- 26 Oct, 2017 4 commits
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Nicolas Capens authored
This helps clarify dependencies and simplifies include paths. Bug swiftshader:86 Change-Id: I564ee420bb9029fa6428e49b63a86d633301bec2 Reviewed-on: https://swiftshader-review.googlesource.com/13288Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Alexis Hetu authored
There's a data race involving threadCount, so it is now an AtomicInt object. Also removed unused extern variables. Bug chromium:778254 chromium:776621 Change-Id: I93174e8f4e5e48f26414ba9c81bb9a2c317dbf73 Reviewed-on: https://swiftshader-review.googlesource.com/13290Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Alexis Hetu authored
Wrote a new version of primitive restart entirely handled by the index data manager. Passes all primitive_restart dEQP tests Change-Id: I0ce28764a33300a6625f1c369f95d8d178e1e3c0 Reviewed-on: https://swiftshader-review.googlesource.com/10951Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Render targets with only a red or alpha component were getting swapped values within pixel quads at the edge of primitives. Also provide format mappings for GL_EXT_texture_rg. Change-Id: Ifb395039fb2958400ab36d5d184d7952d60fa9c6 Reviewed-on: https://swiftshader-review.googlesource.com/13268Reviewed-by:
Alexis Hétu <sugoi@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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- 24 Oct, 2017 1 commit
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Corentin Wallez authored
Bug: swiftshader:86 Change-Id: I351e433123abfaf010e3b1641383054e77dc6383 Reviewed-on: https://swiftshader-review.googlesource.com/13228Tested-by:
Corentin Wallez <cwallez@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 19 Oct, 2017 1 commit
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Alexis Hetu authored
Rather than have to download a previous version (10.0.15063.0), we can update the solution to the current version (10.0.16299.0). Built solution in 32b/64b release/debug with no failures. Change-Id: If19d8f6edcce4bcfac21c005f647ab1619837d16 Reviewed-on: https://swiftshader-review.googlesource.com/13208Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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- 11 Oct, 2017 1 commit
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Nicolas Capens authored
Visual Studio 2017 doesn't like configuration elements with empty content. Remove it to use the default value. Change-Id: Idc4f281aff145c7e9a143c0a5dbdd54eb4658ee9 Reviewed-on: https://swiftshader-review.googlesource.com/13128Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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- 10 Oct, 2017 1 commit
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Nicolas Capens authored
Chrome now uses Visual Studio 2017 as the default compiler on Windows. To ensure we maintain compatibility during standalone development, we should use VS2017 for SwiftShader as well. The 'Community' edition of Visual Studio 2017 is freely available. Bug chromium:683729 Change-Id: I3ed1edaeb9fa786b575202ba5b9c86faf1daa3c0 Reviewed-on: https://swiftshader-review.googlesource.com/13048Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 06 Oct, 2017 3 commits
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Alexis Hetu authored
Uniform block members do not get a uniform location, since they cannot be set (or get) through regular glUniform* functions. These are instead always set using uniform buffers. Bug chromium:763675,chromium:763698,chromium:771639 Change-Id: Icf65eba3faab420c63f70af66f828a786e3fc446 Reviewed-on: https://swiftshader-review.googlesource.com/13068Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Blaze (Bazel) requires linker dependencies to have a .ld, .lds, or .ldscript extension. Note that version scripts are just the contents of the VERSION command in (true) linker scripts. However, the gold linker used by Android does not support implicit linker scripts (which amend the default linker script), nor the INSERT command. Therefore these linker scripts are still actually just version scripts. https://sourceware.org/binutils/docs/ld/VERSION.html Bug b/67482470 Change-Id: I3bbe25dab6d916376bdc41bb723279ed2ef62fb0 Reviewed-on: https://swiftshader-review.googlesource.com/13108Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
We perform depth testing before computing scanline invariants, as an optimization. But it was not taking into account that the fixed-function depth value may require clamping due to the depth bias. Bug swiftshader:82 Change-Id: I6f8953f9d060c73b5fe209b8cbad70e7cb7588b4 Reviewed-on: https://swiftshader-review.googlesource.com/13088Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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- 03 Oct, 2017 5 commits
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Casey Dahlin authored
Test: Improved test passes Bug: b/67106219 Change-Id: Iab15a2331a91dffaaeb1627a42d0fb88dfa841d0 Reviewed-on: https://swiftshader-review.googlesource.com/13028Tested-by:
Casey Dahlin <sadmac@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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Alexis Hetu authored
3D texture sampling did not support width*height > MAX_USHORT(65535). Changed for 32 bit integer computation for that multiplication to solve this issue. Verified with 3D texture related dEQP tests. Bug b/26105892 chromium:763382 Change-Id: Ifd07278f6263d000620a0b525c07ed4fcbdcf2e7 Reviewed-on: https://swiftshader-review.googlesource.com/12988Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Bug b/37496338 Bug b/37495545 Bug b/37496078 Bug b/37496856 Bug b/37496321 Bug b/37496082 Change-Id: I173a296703fcc1f49810742d95ae6abe7c9bcf01 Reviewed-on: https://swiftshader-review.googlesource.com/12868Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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Nicolas Capens authored
Subzero assumes that stores and loads to/from stack memory can take an immediate offset. This isn't true for sub-vector loads and stores. We can just use regular full vector loads and stores instead. Bug b/37496321 Change-Id: Iaffd60f8077a4c9d602665421f90a7288ab04050 Reviewed-on: https://swiftshader-review.googlesource.com/13008Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Nicolas Capens <nicolascapens@google.com>
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Casey Dahlin authored
Test: New test passes Bug: b/37496078 Change-Id: Ieff1b080bdde3f9c86a0531566c8b08d7cdf24fe Reviewed-on: https://swiftshader-review.googlesource.com/13009Reviewed-by:
Nicolas Capens <nicolascapens@google.com> Tested-by:
Casey Dahlin <sadmac@google.com>
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