| Commit message (Collapse) | Author | Age |
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Revert "Revert "Initial OpenGL Image support.""
This reverts commit 59dc41175d99d0a31c046aec0c26c4d82a3a3574.
BUG=skia:
Change-Id: Ibe3c87ce7f746f065fdbcc5a518388cc291112f5
Reviewed-on: https://skia-review.googlesource.com/5131
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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This reverts commit be34882042048db096baca32ddf4a8b472529804.
Reason for revert: Test failures and shader compilation issues on Android.
Original change's description:
> Initial OpenGL Image support.
>
> This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up.
>
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182
>
> Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce
> Reviewed-on: https://skia-review.googlesource.com/4182
> Reviewed-by: Greg Daniel <egdaniel@google.com>
> Reviewed-by: Chris Dalton <csmartdalton@google.com>
> Commit-Queue: Brian Salomon <bsalomon@google.com>
>
TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com,reviews@skia.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
Change-Id: I29a2502c296ae39ed9a999957800414ae46e6f0f
Reviewed-on: https://skia-review.googlesource.com/5129
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
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This change along with recently landed changes is enough to make the new unit test work and not much else. imageLoad is support but not stores or any other image functions (atomics). Barriers in the shading language or the GL API are not yet hooked up.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4182
Change-Id: I5958b7c89e40ae5ee05f7bbaca3b3738162fe5ce
Reviewed-on: https://skia-review.googlesource.com/4182
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087
Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab
Reviewed-on: https://skia-review.googlesource.com/5087
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
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GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002
Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f
Reviewed-on: https://skia-review.googlesource.com/5002
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2163173005
Review-Url: https://codereview.chromium.org/2163173005
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fragment shader
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003
Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198
Review-Url: https://codereview.chromium.org/2076143003
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https://codereview.chromium.org/2076143003/ )
Reason for revert:
Compile failures on Vulkan platforms (eg https://build.chromium.org/p/client.skia.compile/builders/Build-Ubuntu-GCC-Arm7-Debug-Android_Vulkan)
Original issue's description:
> Integers can now be passed as uniforms; needed for passing color count to fragment shader
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003
>
> Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198
TBR=tomhudson@google.com,bsalomon@google.com,fmenozzi@google.com
# Not skipping CQ checks because original CL landed more than 1 days ago.
BUG=skia:
Review-Url: https://codereview.chromium.org/2080133002
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fragment shader
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003
Review-Url: https://codereview.chromium.org/2076143003
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The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
Review URL: https://codereview.chromium.org/1885863004
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id:120001 of https://codereview.chromium.org/1885863004/ )
Reason for revert:
breaking bots
Original issue's description:
> Refactor how we store and use samplers in Ganesh
>
> The main goal of this refactorization is to allow Vulkan to use separate
> sampler and texture objects in the shader and descriptor sets and combine
> them into a sampler2d in the shader where needed.
>
> A large part of this is separating how we store samplers and uniforms in the
> UniformHandler. We no longer need to store handles to samplers besides when
> we are initially emitting code. After we emit code all we ever do is loop over
> all samplers and do some processor independent work on them, so we have no need
> for direct access to individual samplers.
>
> In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
> touch them again, so no need to save sampler info there. The texture access on
> program reuse just assume that they come in the same order as we set the texture
> units for the samplers
>
> For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
> then when we get new textures, we just assume they come in in the same order as we
> set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
>
> Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1896013003
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The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Review URL: https://codereview.chromium.org/1885863004
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1755483002
Review URL: https://codereview.chromium.org/1755483002
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1663833002
Review URL: https://codereview.chromium.org/1663833002
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BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
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BUG=skia:
Review URL: https://codereview.chromium.org/1462123003
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BUG=skia:
Review URL: https://codereview.chromium.org/1428543003
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BUG=skia:
Review URL: https://codereview.chromium.org/1417123002
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BUG=skia:
Review URL: https://codereview.chromium.org/1414373002
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BUG=skia:
Review URL: https://codereview.chromium.org/1336763003
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BUG=skia:
Review URL: https://codereview.chromium.org/1333273003
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The purpose is to begin separating our GLSL-specific code from
our GL-specific code, so it can be used with the GL45 platform
Review URL: https://codereview.chromium.org/1202293002
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Make GrGLProgramDataManager not refcounted, refcounting is not used for
the instances.
Review URL: https://codereview.chromium.org/1195573002
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BUG=skia:
Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba
Review URL: https://codereview.chromium.org/1128903008
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https://codereview.chromium.org/1128903008/)
Reason for revert:
breaks windows rollbots
Original issue's description:
> add option to supress prints on context
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/55661337667a8305ebb100e36af23d34c2fb83ba
TBR=bsalomon@google.com,robertphillips@google.com,joshualitt@chromium.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1125193006
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BUG=skia:
Review URL: https://codereview.chromium.org/1128903008
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BUG=skia:
Review URL: https://codereview.chromium.org/1136803002
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BUG=skia:
Review URL: https://codereview.chromium.org/822423004
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Review URL: https://codereview.chromium.org/808593003
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this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename
solo gp
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec
Review URL: https://codereview.chromium.org/611653002
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https://codereview.chromium.org/611653002/)
Reason for revert:
Seems to have messed up windows 7 gms
Original issue's description:
> Cleanup of shader building system
>
> this is a huge refactor and cleanup of the gl shader building system in
> Skia. The entire shader building pipeline is now part of
> GrGLProgramCreator, which takes a gp, and some fps, and creates a
> program. I added some subclasses of GrGLProgram to handle the
> eccentricities of Nvpr/Nvpres. Outside of the builders folder
> and GrGLPrograms, this change is basically just a rename
>
>
> solo gp
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec
TBR=bsalomon@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/635533005
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this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename
solo gp
BUG=skia:
Review URL: https://codereview.chromium.org/611653002
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Implement support for NV_path_rendering on OpenGL ES. Use
glProgramPathFragmentInputGenNV function call instead of glPathTexGenNV to
communicate transforms to fragment shader.
The intention is that the NVPR paths will be drawn with the same shader program
as non-NVPR geometry. For NVPR calls, the GPU will skip the vertex shader and
just run the fragment shader.
After program is linked, query the locations of the fragment shader inputs with
glGetResourceLocation. The location will be used to set the transforms with
glProgramPathFragmentInputGenNV.
The functions and their workings are documented in:
glProgramPathFragmentInputGenNV
https://www.opengl.org/registry/specs/NV/path_rendering.txt
(note: addition as of API version 1.3)
glGetResourceLocation
https://www.opengl.org/registry/specs/ARB/program_interface_query.txt
http://www.opengl.org/registry/doc/glspec44.core.pdf
(function is in core Open GL 4.4)
Note: glProgramPathFragmentInputGenNV could be used also for OpenGL. However,
using seems to trigger a bug in the driver. Disable this feature on OpenGL at
least until the driver is fixed and released. The bug manifests in shadertext
test, where the lower-left text pair is missing. Valgrind catches a bad read
for the test and causes the context to OOM reproducibly.
R=bsalomon@google.com, cdalton@nvidia.com, joshualitt@google.com, joshualitt@chromium.org
Author: kkinnunen@nvidia.com
Review URL: https://codereview.chromium.org/367643004
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gitignore for eclipse
BUG=skia:
R=bsalomon@google.com, bsalomon@chromium.org
Author: joshualitt@chromium.org
Review URL: https://codereview.chromium.org/491673002
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GL APIs such as glProgramPathFragmentInputGenNV need the explicit program id in
order to set the program resources. For GrGLProgramDataManager to call the APIs,
the program id needs to be available to the GrGLProgramDataManager.
One GrGLProgramDataManager is used to explicitly manage the resources of one
GrGLProgram. Refactor the classes to reflect this: make GrGLProgram create and
own GrGLProgramDataManager. This way the program id can be made available through
GrGLProgram backpointer.
In order to do this, remove the population of the program link results
information for uniforms in GrGLProgramDataManager during shader generation.
Instead, accumulate the info to the uniform list of GrGLShaderBuilder. After the
generation, compilation and link is successful, this info can be used to
construct both GrGLProgram and GrGLProgramDataManager.
Changes names of functions to create UniformHandles and convert them to list
indices. This tries to highlight that they're different lists, even though at
the moment they match index-wise. E.g the contract is that handles can be
created based on the shader builder state, and the object can later be set with
the handle and the manager that was created with the builder.
This is needed to support NV_path_rendering for GLES.
R=bsalomon@google.com
Author: kkinnunen@nvidia.com
Review URL: https://codereview.chromium.org/426553011
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Rename GrGLUniformManager to GrGLProgramDataManager in anticipation that the
class would be used to manage shader resources that are not uniforms.
This is needed in order to implement NVPR on GLES.
R=bsalomon@google.com
Author: kkinnunen@nvidia.com
Review URL: https://codereview.chromium.org/365853002
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