- 07edd44 Change the checks for texture completeness in Texture*::copySubImage to only check if the specified level is complete. by Jamie Madill · 11 years ago
- eb3665c Do not check the texture's filtering mode in Texture*::updateTexture, instead check the texture's dirty flags. by Jamie Madill · 11 years ago
- e29d167 Add mutator methods for modifying sampler object parameters. by Jamie Madill · 11 years ago
- dc35604 Add state for sampler objects. by Jamie Madill · 11 years ago
- 1caff07 Align the vertical whitespace in the big switch in Context::getIntegerv. by Jamie Madill · 11 years ago
- 38850df Add new GLES 3 enum cases. by Jamie Madill · 11 years ago
- 71fbd60 Implement the glGetInteger64v entry point. by Jamie Madill · 11 years ago
- 0fda986 Added Context::getInteger64v for 64-bit integer state queries. by Jamie Madill · 11 years ago
- af49691 Add a method to round GLfloat parameters to the nearest integral value, for use in state-setting API methods. by Jamie Madill · 11 years ago
- c82fc41 Added support for TEXTURE_COMPARE_MODE and TEXTURE_COMPARE_FUNC sampler states. by Geoff Lang · 11 years ago
- 08be89d Make all depth formats texture filterable. by Nicolas Capens · 11 years ago
- cb127d3 Create the HLSL shadow texture function. by Nicolas Capens · 11 years ago
- b70e5f7 Add support for copying from BGRA formats in CopyTexSubImage*. by Jamie Madill · 11 years ago
- 707dbd7 Fix the internal conversion of DXGI DEPTH_COMPONENT32F formats to be DEPTH_COMPONENT_OES in GLES 2 contexts. by Jamie Madill · 11 years ago
- d6cb244 Add a client version parameter to several D3D11-specific texture format queries. by Jamie Madill · 11 years ago
- 9e33a11 In ShaderExecutable, delete mFunction with delete[] instead of delete. by Al Patrick · 11 years ago
- d81cf64 Protect against integer overflows in the IndexBuffer class by validating that the new write position will not overflow. by Geoff Lang · 11 years ago
- fe5b272 Protect against integer overflows in the VertexBuffer class by validating the reserved space. by Geoff Lang · 11 years ago
- eadfd57 Protect against integer overflows when generating index buffers for line loop and triangle fan drawing. by Geoff Lang · 11 years ago
- 004a6f9 Move VAO buffer clearing code to the destructor, instead of the constructor. by Jamie Madill · 11 years ago
- 43e8ba8 Support 3D textures. by Nicolas Capens · 11 years ago
- e605088 Handle new sampler types. by Nicolas Capens · 11 years ago
- a940ae4 Add the missing HALF_FLOAT_OES type to the type info table. by Jamie Madill · 11 years ago
- 2aeb26a Added support for EXT_frag_depth by Jamie Madill · 11 years ago
- 9e73b21 Marks formats renderable which had been missed and corrects table headers. by Shannon Woods · 11 years ago
- 809d250 Enables glGetInternalformativ API function by Shannon Woods · 11 years ago
- 52f1e7e Implements queriability for internal format sample counts. by Shannon Woods · 11 years ago
- dd4674f Adds a function to retrieve the renderable DXGI format for a GL internal format. by Shannon Woods · 11 years ago
- ddb785c Fixes a typo in the spelling of GetTextureFormat. by Shannon Woods · 11 years ago
- d8db866 Handle the new error case with VAOs introduced in GLES 3 involving a user VAO and non-null data pointers. by Jamie Madill · 11 years ago
- d102854 Enable the new Vertex Array Object entry points. by Jamie Madill · 11 years ago
- a7d0586 Add support for new GetAttrib queries for integer and unsigned integer vertex attributes. by Jamie Madill · 11 years ago
- 30855b3 Support querying if a vertex attribute is an un-normalized integer. by Jamie Madill · 11 years ago
- aff7150 Refactor the validation for GetAttrib functions to a single shared method. by Jamie Madill · 11 years ago
- efb3bd1 Add support for querying the currently bound vertex array object. by Jamie Madill · 11 years ago
- 57a8972 Add implementation for Vertex Array Object state. by Jamie Madill · 11 years ago
- a857c36 Refactor VertexAttribute to split the "current value" for generic attributes into its own class. by Jamie Madill · 11 years ago
- 8793971 Move VertexAttribute to its own header file. by Jamie Madill · 11 years ago
- 5ab33c8 Fixes tabs-vs-spaces that have crept into the project. by Shannon Woods · 11 years ago
- 193dc48 Adds a null check in one additional location in setData by Shannon Woods · 11 years ago
- 6fb09f6 Fix a typo when reporting too many interface blocks in a fragment program. by Jamie Madill · 11 years ago
- d1ac3c9 Move the D3DCompile call to after the check for API link errors. by Jamie Madill · 11 years ago
- fcb8a60 Restore using the depth-stencil typed DXGI format for checking for maximum supported samples. by Jamie Madill · 11 years ago
- 5413351 Add comments to the remaining unimplemented API entry points to prevent automerge from janking code to the wrong place. by Jamie Madill · 11 years ago
- 8746546 Added load functions to depth texture formats. by Geoff Lang · 11 years ago
- a349532 Added ES3 internal format information about GL_DEPTH_COMPONENT32_OES and mapped DXGI_FORMAT_R32_TYPELESS textures to GL_DEPTH_COMPONENT32F. by Geoff Lang · 11 years ago
- 0e7c2fd Disallow depth textures to be used as destinations of glCopy*Image*. by Geoff Lang · 11 years ago
- 0ef9873 Fix wrong reading functions being used for some D3D formats. by Geoff Lang · 11 years ago
- 6350f73 Fix potential segfault when calling glBufferData with NULL data pointer. by Geoff Lang · 11 years ago
- b4e664b Alter array instanced uniform buffer objects to use direct references to HLSL constant buffers. by Jamie Madill · 11 years ago
- 010fffa Pass matrix packing qualifier data back from the shader translator to the GLES API. by Jamie Madill · 11 years ago
- eba4eff Add support for specifying locations of vertex inputs using layout qualifiers, for GLSL ES 3.00. by Jamie Madill · 11 years ago
- defb674 Add a new path for querying active attributes from the shader translator, for use with layout qualifier support. by Jamie Madill · 11 years ago
- bb22e50 Fix an improper use of VariableRowCount to AttributeRegisterCount in ProgramBinary. by Jamie Madill · 11 years ago
- d1e78c9 Implement GetFragDataLocation, often used by applications with MRT shaders in GLSL ES version 300. by Jamie Madill · 11 years ago
- 46131a3 Proper support for fragment output variables for GLSL ES shader version 300. by Jamie Madill · 11 years ago
- 975af37 Blit11 can now blit depth stencils. by Geoff Lang · 11 years ago
- d8c8613 Added depth stencil format info to format utils 11. by Geoff Lang · 11 years ago
- 685806d Seperated the blit depthstencil parameters in the blit methods. by Geoff Lang · 11 years ago
- c1f51be Renderer11::blitRenderbufferRect now can handle stretching a blit rectangle and different interpolation methods. by Geoff Lang · 11 years ago
- 758d5b2 Refactored validation to glBlitFramebufferANGLE and implemented glBlitFramebuffer. by Geoff Lang · 11 years ago
- a2d97f1 RenderTarget11 now always attempts to create an SRV if the format exists and specifies the bind parameters based on which formats are available. by Geoff Lang · 11 years ago
- aacabd6 Made sure all the depth stencil DXGI variants that are used as SRVs, RTVs and DSVs have entries in the DXGI format info table. by Geoff Lang · 11 years ago
- 77e3900 Added a non-default rasterizer state to Blit11 so it can preform inverted blits. by Geoff Lang · 11 years ago
- b0c75cc Added support for copying GL_RG, GL_RED and integer texture formats in Blit11. by Geoff Lang · 11 years ago
- b86b979 Refactored the Renderer11::copyTexture method into a Blit11 class. by Geoff Lang · 11 years ago
- 7b7bc36 Added a dimension type and added constructors to Color, Rectangle, Box and Dimension for easy construction. by Geoff Lang · 11 years ago
- dce735c Renamed the Blit class to Blit9. by Geoff Lang · 11 years ago
- 697ad3e Replaced switches in Renderer::readPixels with calls to color reading and writing functions. by Geoff Lang · 11 years ago
- fe28ca0 Added table entries for reading colors from D3D and DXGI formats and writing colors to format/type combinations. by Geoff Lang · 11 years ago
- 446a447 Added new image formats to match new ES3 formats and added read and write functions to various color types that they can represent. by Geoff Lang · 11 years ago
- 75ce3f2 Moved the image format types into their own header. by Geoff Lang · 11 years ago
- 2a64ee4 Templated the Color structure so it can be used for the new integer and unsigned integer color types. by Geoff Lang · 11 years ago
- fd39655 Fix non-multisampled line rasterization. by Nicolas Capens · 11 years ago
- 930f05e Fixed cube map getRenderTarget for DX9. by Nicolas Capens · 11 years ago
- 9c5808c Implemented the remaining non-compressed load functions for ES3. by Geoff Lang · 11 years ago
- acdd70f Fix nested uniforms in interface blocks to have the proper API-visible names. by Jamie Madill · 11 years ago
- 63491ea Rename UniformLocation to VariableLocation, and add an arrayString helper method to ProgramBinary. by Jamie Madill · 11 years ago
- d384a94 Fixed a bug that allowed reading to an integer format from a non-integer frame buffer. by Geoff Lang · 11 years ago
- a4d1332 Fixed a bug where ES3 was validating the texture size in non-CopySubImage calls. by Geoff Lang · 11 years ago
- 0d56c43 Image11 now determines if a format is renderable by checking the RTV format exists rather than the SRV format. Added several more RTV DXGI formats to the table to allow fast copies. by Geoff Lang · 11 years ago
- 2415922 Fixed a bug where GetBlueBits was returning the count of green bits. by Geoff Lang · 11 years ago
- b13f866 Disambiguate getRenderTarget calls. by Nicolas Capens · 11 years ago
- d3ff216 Marked unsized format load functions as unreachable and added a comment why. by Geoff Lang · 11 years ago
- ae4852a Refactored glGenerateMipmap and added ES3 validation. by Geoff Lang · 11 years ago
- d42cf4e D3D9 will now use D3DFMT_R5G6B5 textures when GL_RGB565 is requested if the device supports it. by Geoff Lang · 11 years ago
- 42b8b90 Fixed a bug where GL_RBG565 was labled as a GL_RGBA internal format. by Geoff Lang · 11 years ago
- 18591b7 Capitalized the first letter of all private format util functions. by Geoff Lang · 11 years ago
- 2e1dcd5 Refactored glRenderBufferStorage* validation and implemented glRenderBufferStorageMultisample. by Geoff Lang · 11 years ago
- 0e120e3 Added a Renderer::getMaxSupportedFormatSamples method to query the max support samples for a specific internal texture format. by Geoff Lang · 11 years ago
- 61e49a5 Added Functions for gathering all referenced D3D and DXGI formats. Renderers now use these functions to generate the multisample support maps. by Geoff Lang · 11 years ago
- 74eb915 Fixed GL_RGB4 not being marked as color renderable in ES3. by Geoff Lang · 11 years ago
- 5d33522 Fix calling the right overloaded method for getting a cube map face's render target. by shannonwoods@chromium.org · 11 years ago
- abf14cc Add several cases to API entry points to handle enum values that dEQP uses to reset state. by shannonwoods@chromium.org · 11 years ago
- 8c788e8 Add support for unsigned integer vector types to the shader translator. by shannonwoods@chromium.org · 11 years ago
- 6b70991 Add support for the unsigned integer scalar type to the shader translator. by shannonwoods@chromium.org · 11 years ago
- 5703d88 Add full integer support to the shader language. by shannonwoods@chromium.org · 11 years ago
- b4e07b8 Put GL to HLSL type string code to a separate helper function in ProgramBinary. by shannonwoods@chromium.org · 11 years ago
- 9bd22fa Add support for non-square matrices to the shader translator. by shannonwoods@chromium.org · 11 years ago
- 4f35fdf Refactor Shader::compareVarying to use a table instead of nested switch statements. by shannonwoods@chromium.org · 11 years ago