1. 13 Mar, 2020 8 commits
  2. 12 Mar, 2020 9 commits
  3. 11 Mar, 2020 8 commits
  4. 10 Mar, 2020 1 commit
  5. 09 Mar, 2020 1 commit
  6. 06 Mar, 2020 2 commits
  7. 05 Mar, 2020 1 commit
  8. 04 Mar, 2020 4 commits
  9. 03 Mar, 2020 2 commits
  10. 02 Mar, 2020 2 commits
  11. 28 Feb, 2020 2 commits
    • PipelineCache: Handle nullptr mismatch of specialization info. · 416d3745
      Jamie Madill authored
      It's valid in Vulkan for a shader to have specialization constants
      and the pipeline to be lacking specialization constant data. This
      could lead to a key match between the two even though there should
      be a different shader payload. From the spec:
      
      > It is legal for a SPIR-V module with specializations to be
      > compiled into a pipeline where no specialization info was provided.
      > SPIR-V specialization constants contain default values such that
      > if a specialization is not provided.
      
      Fix this by adding in the required checks. Should not affect perf.
      
      Bug: b/150449637
      Bug: angleproject:4426
      Change-Id: I5f384420bdc1f03a36852db0b20393ae56452b62
      Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/41728Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
      Kokoro-Presubmit: Jamie Madill <jmadill@chromium.org>
      Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
      Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
      Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com>
    • Implement ASTC support · 1b900878
      Alexis Hetu authored
      This cl adds both LDR and HDR support for ASTC compressed
      textures. Only LDR formats are exposed in the
      PhysicalDevice's properties, but HDR support can be added
      trivially later by adding the HDR formats and exposing
      "VK_EXT_texture_compression_astc_hdr".
      
      Pulled from: https://github.com/ARM-software/astc-encoder
      Git hash: 81a5e50741b4c8302cf7d78f314a53e44ee68e1f
      
      The astc-encode git repo was added to third-party, with a
      few minor modifications:
      1) All encoding related code has been ripped out, only
         decoding related code remains
      2) Replaced ASTC_CODEC_INTERNAL_ERROR() with UNREACHABLE()
         in a switch statement in astc_color_unquantize.cpp
      3) Some functions were using a lot of stack memory, so I
         added a unique_ptr to allocate the same objects on the
         heap, to avoid potential issues.
      
      LDR ASTC is decoded to 8bit unsigned RGBA.
      HDR ASTC is decoded to 32b floating point.
      
      Tests: dEQP-VK.*astc*
      Bug: b/150130101
      Change-Id: I6b03fed6e1f326a95c7aefe9f9a9d0a89cf24428
      Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/41568Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
      Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
      Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>