Don't skip draw calls on zero-sized viewports.

If transform feedback is active, primitives still need to be rendered even
if no pixels are written to the framebuffer.

Instead of checking for active transform feedback, simply remove the draw
call skipping optimization since it is most likely an application mistake to
draw with a zero sized viewport and we shouldn't optimize for this case.

This change doesn't affect the clear calls because the viewport is set to the
framebuffer size which is non-zero.

BUG=angle:743

Change-Id: I04af9d6de5aad3040e3c6b3c24990e107e21ad36
Reviewed-on: https://chromium-review.googlesource.com/218508
Reviewed-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
8 files changed
tree: c94ed241a4e3ba37e3e411e6b6d605915365b461
  1. build/
  2. extensions/
  3. include/
  4. projects/
  5. samples/
  6. src/
  7. tests/
  8. util/
  9. .gitattributes
  10. .gitignore
  11. AUTHORS
  12. BUILD.gn
  13. codereview.settings
  14. CONTRIBUTORS
  15. DEPS
  16. enumerate_files.py
  17. generate_projects
  18. LICENSE
  19. README.chromium
  20. README.md
README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Building For building instructions, visit the dev setup wiki.

##Contributing