- 005df41 Use GLenum instead of GLint to store internal format variables. by Geoff Lang · 11 years ago
- 2a6f956 Move the PBO unpack shaders to the proper folder. by Jamie Madill · 11 years ago
- 036aa49 Disable warnings about size_t conversion and fix ambiguous template parameters in 64 bit builds. by Geoff Lang · 11 years ago
- ba4f10a Support pixel unpack buffers in TexSubImage3D. by Jamie Madill · 11 years ago
- 5368305 Support the "fast path" (GPU copies) for pixel unpack buffers in TexImage3D. by Jamie Madill · 11 years ago
- a2d4e55 Add support for pixel unpack buffers to TexImage3D. by Jamie Madill · 11 years ago
- 065e1a3 Add support for pixel unpack buffers to TexSubImage2D. by Jamie Madill · 11 years ago
- 4461f09 Add support for the "fast path" (GPU copy) pixel unpack buffers in TexImage2D. by Jamie Madill · 11 years ago
- 171ca0e Refactor direct buffer storage to only create two backing buffers, for constant buffers and all other bindings. by Jamie Madill · 11 years ago
- 851a4f6 Add precompiled D3D11 shaders for pixel unpack buffers. by Jamie Madill · 11 years ago
- c8c102b Add a helper method to return the native format backing a GL texture type. by Jamie Madill · 11 years ago
- 8cc7d97 Refactor the fast path for pixel unpack buffers, and fix a few validation gaps with texture completeness. by Jamie Madill · 11 years ago
- 0e0510f Place the method responsible for checking for fast pixel unpack buffer support into the Renderer. by Jamie Madill · 11 years ago
- ee7010d Add support for querying major and minor GL version in ES3 contexts. by Jamie Madill · 11 years ago
- 7c69720 Deleted manually maintained visual studio projects and replaced them with gyp generated ones. by Geoff Lang · 11 years ago
- 1773282 Moved the compiler source files into directories based on their project and added a compiler.gypi to generate the compiler projects. by Geoff Lang · 11 years ago
- d47e0fc Split the d3d9 and d3d11 backends into folders and updated the gyp file to use a python script to generate the file lists for the libGLESv2 and libEGL projects. by Geoff Lang · 11 years ago
- 401a0bc Fix D3D9 attributes being marked as requireing conversion when they did not. by Geoff Lang · 11 years ago
- 71cc91f Remove an assert statement to do with uniforms and element indexes. by Jamie Madill · 11 years ago
- 5925a4e Only check for missmatched HWND process IDs if swap chain creation fails. by Geoff Lang · 11 years ago
- 152ed09 Do not dereference a NULL pointer when retrieving the base level image of an empty 2D array texture. by Jamie Madill · 11 years ago
- bfc93bb Use cube textures as 2D texture arrays in rendertarget SRVs by Shannon Woods · 11 years ago
- f5ef21c Add a define to force off the vertical sync for profiling. by Geoff Lang · 11 years ago
- d311019 Fix incorrect mip sizes for cube maps when creating them with TexStorage2D. by Geoff Lang · 11 years ago
- 01c21d2 Fix incorrect targets for TexStorage2D with cube maps. by Geoff Lang · 11 years ago
- d1e9a9a Add missing ES3 unsized internal formats and properly return 1 for alpha in integer formats with no alpha channel. by Geoff Lang · 11 years ago
- f6d6901 Fall back to LoadLibrary if preloading d3d compiler modules fails. by Geoff Lang · 11 years ago
- c1f8b16 Move validation of API errors out of Texture*::generateMipmaps() to the API. by Jamie Madill · 11 years ago
- 35d1501 Clean up the validation logic in glGenerateMipmap by using the generic base format property methods. by Jamie Madill · 11 years ago
- 33f9c2e In GenerateMipmap, determine if texture is a compressed or depth texture via generic methods instead of from the typed class. by Jamie Madill · 11 years ago
- d3d2a34 Add methods to return the properties of the base level image of a texture. We can call these of any texture type. by Jamie Madill · 11 years ago
- b04b708 Refactored the generate_shaders.bat script to use a function to compile the shaders and have the option of creating debug shaders. by Geoff Lang · 11 years ago
- 63b5f1f Removed parameter validation from Texture::set* calls since validation is already done in ValidateTexParamParameters. by Geoff Lang · 11 years ago
- d4f180b Validate compressed texture dimensions based on the per-format compressed block sizes rather than hard-coded values. by Geoff Lang · 11 years ago
- ce63569 Context now returns maximum texture levels per texture type, updated validation to validate mip level based on the texture target. by Geoff Lang · 11 years ago
- 784a8fd Defer early-exit due to zero-sized copies until after all other validation for CopyTex*Image. by Geoff Lang · 11 years ago
- 1beb1db Enable unpack buffer support for initializing 2D textures in TexImage2D. by Jamie Madill · 11 years ago
- efb2a6f Add the proper API errors for pixel unpack buffers. by Jamie Madill · 11 years ago
- 3c6344e add TRACE_EVENT to ANGLE (reland) by Al Patrick · 11 years ago
- ba61519 Normalize line endings of tracked files in the repository. by Jamie Madill · 11 years ago
- 402bdcc Re-generate our compiled shaders with the new version of FXC. by Jamie Madill · 11 years ago
- cc9aa0f Support the Windows 8 SDK version of fxc by default in generate_shaders.bat. by Jamie Madill · 11 years ago
- a21eea3 Add pixel unpack buffer stubs to the Renderer classes. by Jamie Madill · 11 years ago
- 89a0bf5 Add initial implementation for PixelTransfer11, which will enable GPU buffer to texture and texture to buffer copies. by Jamie Madill · 11 years ago
- d3f0f1e Expose and generalize Clear11's CompareStates function, and add methods for equality test and initialization. by Jamie Madill · 11 years ago
- 10b411d Add a helper method to gl::RenderTarget to return the extents of the texture (width/height/depth). by Jamie Madill · 11 years ago
- c2da55c Make CompilePS a shared utility method in the d3d11 namespace, and add methods for vertex and geometry shaders. by Jamie Madill · 11 years ago
- bdfa228 Move and adjust the name of the Blit11 local functions to be consistent with our coding style. by Jamie Madill · 11 years ago
- 3466a4d Add a helper method to return the number of components in a texture format. by Jamie Madill · 11 years ago
- 88f18f4 Use the context's PixelUnpackState as an argument to Texture's implementation of setImage and subImage. by Jamie Madill · 11 years ago
- 950a775 Move the pixel pack and unpack related state into separate structs, for easy parameter passing. by Jamie Madill · 11 years ago
- 666e286 Ensure the 'slice' pixel unpack/pack alignment is only aligned based on the row stride. by Jamie Madill · 11 years ago
- abef680 Remove an unnecessary and non-compliant format check from the SubImage family of calls. by Jamie Madill · 11 years ago
- 978911c InputLayoutCache only hashes input layout keys up to last used element. by Al Patrick · 11 years ago
- 3f2daa8 Presort reverse mapping of ProgramBinary::mSemanticIndex. by Al Patrick · 11 years ago
- 0fd7786 Change the backing for integer 32-bit three-channel textures internally to four components. by Jamie Madill · 11 years ago
- 1d855fe Fix an incorrect type entry for RGB565 in the ES3 formats table. by Jamie Madill · 11 years ago
- 18a4470 Fix the format table entry for RGB10_A2UI to be RGBA_INTEGER instead of RGBA. Also add a missing format mapping. by Jamie Madill · 11 years ago
- 5609378 Add full support for uniform structs. by Jamie Madill · 11 years ago
- 5b085dc Add a field to uniforms to track which element within a register the uniform should be uploaded to. by Jamie Madill · 11 years ago
- 28167c6 Add support for struct varyings, and more robust varying link validation. by Jamie Madill · 11 years ago
- c2141fb Consolidate the register counting functions to a single location in the HLSL layout encoder source. by Jamie Madill · 11 years ago
- a6da33a Remove the gl::Varying class, and replace all usages with sh::Varying. by Jamie Madill · 11 years ago
- 139b909 Simplify the gl::Varying struct to be more like sh::Varying. by Jamie Madill · 11 years ago
- ce79dda Change the varyings list type from a linked list to a vector type. by Jamie Madill · 11 years ago
- 1cb333e Rename compiler/Uniform.cpp+h to ShaderVariable.cpp+h. by Jamie Madill · 11 years ago
- 47fdd13 Pass varyings to the GLES API from the translator using a direct pointer. by Jamie Madill · 11 years ago
- 9d2ffb1 Refactor sh::Uniform and sh::ShaderVariable into a shader variable base type with different child types. by Jamie Madill · 11 years ago
- bcb6a1e Simplify the varying priority sorting logic, and add more verbose comments. by Jamie Madill · 11 years ago
- 921968c Worked around an issue that causes a TDR timeout when Blit11::copyDepthStencil is called repeatedly. by Geoff Lang · 11 years ago
- 125deab Moved the clipping of blit rectangles to bounds or scissors into the Renderers since rounding to integers can cause errors when stretching in ES3. by Geoff Lang · 11 years ago
- c832516 Added a Context::getScissorParams method. by Geoff Lang · 11 years ago
- 7f6562b Prepend the GLSL code in a comment to the generated HLSL shaders when compiled in debug mode. by Geoff Lang · 11 years ago
- 536d726 Replaced the char pointers with std::strings in the Shader classes. by Geoff Lang · 11 years ago
- 42359ca Implemented glClearBuffer* by Geoff Lang · 11 years ago
- 0b83323 Perform validation of glClear parameters at the API level. by Geoff Lang · 11 years ago
- da507fe Refactored the ClearParameters type and moved Renderer11's clear logic into a Clear11 helper class. by Geoff Lang · 11 years ago
- 646559f Add support for the remaining ES3 framebuffer attachment parameter queries. by Geoff Lang · 11 years ago
- 0a80479 Add Renderbuffer::getComponentType and Renderbuffer::getColorEncoding methods. by Geoff Lang · 11 years ago
- b2f3d05 Replaced the custom component type and SRGB bool with GLenums. by Geoff Lang · 11 years ago
- 9060a4e Fix some missing UBO qualifier link validation errors. by Jamie Madill · 11 years ago
- 9b4f384 Fix using the incorrect vertex count in instancing drawing using the streaming buffer. by Jamie Madill · 11 years ago
- 96b67e3 Make gl::Buffer::size() a const method. by Jamie Madill · 11 years ago
- 0bbd11c Fix Texture2DArray calling Texture::set/subImage with invalid pointers when the pixels pointer is NULL. by Geoff Lang · 11 years ago
- 15934d5 Adds API-level functionality for indexed query functions by Shannon Woods · 11 years ago
- 1b2fb85 Implements indexed query functionality by Shannon Woods · 11 years ago
- 79031cb TextureStorage11::updateSubresourceLevel will now use the blitter if it is updating a depth stencil texture. by Geoff Lang · 11 years ago
- de14d60 Fixed a bug where the frontFace shader constant would not be updated if the drawMode or frontFace changed but not the viewport. by Geoff Lang · 11 years ago
- 23c8169 Add support for GL_NUM_EXTENSIONS. by Geoff Lang · 11 years ago
- 5724442 Removed checks for DXGI_FORMAT_R32G32B32_FLOAT support since GL_RGB32F is converted to DXGI_FORMAT_R32G32B32A32_FLOAT. by Geoff Lang · 11 years ago
- 34dbb6f Capitalized the first letter of all validation function names. by Geoff Lang · 11 years ago
- e8ebe7f Refactored entry point validation functions into their own files. by Geoff Lang · 11 years ago
- 5b61c69 Load 1 into the alpha channel of RGB integer formats instead of 0. by Geoff Lang · 11 years ago
- 7e9ee23 Add GL_DEPTH_STENCIL_ATTACHMENT attachment handling to glFramebufferRenderbuffer. by Geoff Lang · 11 years ago
- 444419f Fixed the rounding of the source lookup in Blit11's copy depth stencil. by Geoff Lang · 11 years ago
- 4150b35 Fixed ES3 incorreclty not allowing 2D array textures to accept depth stencil formats. by Geoff Lang · 11 years ago
- e836cf2 Fixed a bug where height was used instead of width to calculate a mip size. by Geoff Lang · 11 years ago
- ed573c2 Fixed a bug where the parameters to gl::GetDepthPitch were passed in the wrong order. by Geoff Lang · 11 years ago
- fdf0694 Split the overflow check into explicit multiplication and addition overflow checks. by Geoff Lang · 11 years ago
- b23fc09 Change the offset variable to an unsigned int since it cannot be negative and is assigned to streamOffset which is an unsigned int. by Geoff Lang · 11 years ago