1. 3124048 Changed D3DConstant table, IndexDataManager,VertexDataManager and vertexconversion namespaces. by daniel@transgaming.com · 12 years ago
  2. 32cb08f Removed the mRenderTargetDesc member from Context. by daniel@transgaming.com · 12 years ago
  3. 4c4ce23 Added an ignoreViewport parameter to Renderer::setViewport. by daniel@transgaming.com · 12 years ago
  4. 3a0ef48 Refactored Renderer::setDepthStencilState to no longer require the stencil size parameter. by daniel@transgaming.com · 12 years ago
  5. 237bc7e Refactored Renderer::setRasterizerState to no longer need a depthSize parameter. by daniel@transgaming.com · 12 years ago
  6. e2f7b6b Refactored Renderer::setViewport to no longer take render target size arguments. by daniel@transgaming.com · 12 years ago
  7. 04f1b33 Refactored Renderer::setScissor to no longer require render target size. by daniel@transgaming.com · 12 years ago
  8. 9549bea Retrieve the shader model number instead of a shader model 3 support boolean. by daniel@transgaming.com · 12 years ago
  9. dedd1a0 Eliminate D3D9 from Context. by daniel@transgaming.com · 12 years ago
  10. 97400dd Clean up passing around translated index data. by daniel@transgaming.com · 12 years ago
  11. 91207b7 Move the index data manager and draw calls into the renderer implementation. by daniel@transgaming.com · 12 years ago
  12. 41cb942 Remove Intel specific workaround. by daniel@transgaming.com · 12 years ago
  13. 2c1d0ab Removed clear implementation from Context. by daniel@transgaming.com · 12 years ago
  14. 084a257 Changed the Renderer::clear method parameters to use the new ClearParameters structure. by daniel@transgaming.com · 12 years ago
  15. 5fbf177 Moves applyShaders to Renderer by daniel@transgaming.com · 12 years ago
  16. 67094ee Move the vertex data manager and vertex declaration cache from Context to Renderer9. by daniel@transgaming.com · 12 years ago
  17. 92025f5 Pull Context dependencies out of applyVertexBuffer(). by daniel@transgaming.com · 12 years ago
  18. e3e826d Fixed some warnings on GCC by daniel@transgaming.com · 12 years ago
  19. e06bda9 Context::applyRenderTargets now uses Renderer::applyRenderTargets. by daniel@transgaming.com · 12 years ago
  20. 3ca082c Context now uses Renderer::setViewport. by daniel@transgaming.com · 12 years ago
  21. 3884e2c Context now uses a Rectangle struct for storing viewport. by daniel@transgaming.com · 12 years ago
  22. b743e1d Removed unused Display member of Context. by daniel@transgaming.com · 12 years ago
  23. d62d714 Removes calls from Context to retrieve d3d9 surfaces by daniel@transgaming.com · 12 years ago
  24. d186dc7 Pass the RenderTarget, not the D3D surface, up the Renderbuffer heirarchy. by daniel@transgaming.com · 12 years ago
  25. 6c87217 Adds renderer functions for rendertarget operations. by daniel@transgaming.com · 12 years ago
  26. 48ab81c Use ANGLE's rect instead of D3D's in blitFramebuffer. by daniel@transgaming.com · 12 years ago
  27. 39cee2e Stores render target description without D3D9 reliance. by daniel@transgaming.com · 12 years ago
  28. 08c331d Moved the stencilRef and stencilBackRef back to Context's state structure. by daniel@transgaming.com · 12 years ago
  29. b9bb279 Make egl::Surface independent of the Renderer implementation. by daniel@transgaming.com · 12 years ago
  30. 8a8b24c Fixed issues with state force flag initialization and applyRenderTarget placement. by daniel@transgaming.com · 12 years ago
  31. 2e25864 Removed the dirty state flags from Context. by daniel@transgaming.com · 12 years ago
  32. d084c62 Added an abstract Renderer::clear method. by daniel@transgaming.com · 12 years ago
  33. f39967e Context now uses the new structures storing state. by daniel@transgaming.com · 12 years ago
  34. 682a37c Renames es2dx and dx2es namespaces to something better. by daniel@transgaming.com · 12 years ago
  35. de8a7ff Moves the Blitter into the Renderer's domain by daniel@transgaming.com · 12 years ago
  36. 70062c9 Passes the Renderer to various objects at construction time. by daniel@transgaming.com · 12 years ago
  37. 16418b1 Passes pointer to Renderer to Framebuffer at construction. by daniel@transgaming.com · 12 years ago
  38. 370482e Pass the Renderer to the ResourceManager at construction time. by daniel@transgaming.com · 12 years ago
  39. ad62987 Eliminates usage of Display from Context::makeCurrent. by daniel@transgaming.com · 12 years ago
  40. 03d3909 Pass the Renderer to the Context at construction time by daniel@transgaming.com · 12 years ago
  41. ae4f4d4 Moved Renderer creation/destruction out of Context.cpp into Renderer.cpp. by daniel@transgaming.com · 12 years ago
  42. 76d3e6e Rename renderer namespace to rx by daniel@transgaming.com · 12 years ago
  43. 95ffbc1 Handle software device creation at the Renderer9 level. by daniel@transgaming.com · 12 years ago
  44. bdfb391 Explicitly retrieve a Renderer9 or Renderer interface from Display. by daniel@transgaming.com · 12 years ago
  45. d8e3656 Moves portions of utilities specific to D3D9 to the Renderer's domain by daniel@transgaming.com · 12 years ago
  46. 20d3666 Mostly eliminates usage of getD3DFormat in Texture. by daniel@transgaming.com · 12 years ago
  47. 408caa5 Eliminated the dependency of VertexDataManager and IndexDataManager on Context. by daniel@transgaming.com · 12 years ago
  48. 2507f41 Split Renderer into version independent interface and Renderer9 implementation. by daniel@transgaming.com · 12 years ago
  49. 7cb796e Eliminated isD3d9ExDevice(). by daniel@transgaming.com · 12 years ago
  50. 4ca789e Eliminated D3DADAPTER_IDENTIFIER9 uses. by daniel@transgaming.com · 12 years ago
  51. 024786d Pass swapchain to DepthStencil constructor instead of d3d9 surface by daniel@transgaming.com · 12 years ago
  52. 96c3893 Pass swapchain to Colorbuffer constructor instead of a d3d9 surface by daniel@transgaming.com · 12 years ago
  53. 3c72078 Add renderer::SwapChain class and move functionality from egl::Surface by daniel@transgaming.com · 12 years ago
  54. 21290e6 Removes mConfig from Context, as it was only used for setting unused default values. by daniel@transgaming.com · 12 years ago
  55. 06eef17 Removes getContext calls from Colorbuffer and DepthStencilbuffer constructors. by daniel@transgaming.com · 12 years ago
  56. b783398 Moves multisample support data to Renderer from Context. by daniel@transgaming.com · 12 years ago
  57. 6716a27 Removes d3d9 device usage from IndexDataManager and subjugate classes. by daniel@transgaming.com · 12 years ago
  58. b738699 Remove d3d9 devices from use in VertexDataManager and subjugate classes by daniel@transgaming.com · 12 years ago
  59. 5f4c136 Removes D3DCaps from Context and Display, instead querying Renderer for support status. by daniel@transgaming.com · 12 years ago
  60. a734f27 Move SetTexture calls to the renderer class by daniel@transgaming.com · 12 years ago
  61. ba0570e Move sampler state setting to the Renderer by daniel@transgaming.com · 12 years ago
  62. ebf139f Move texture sampler state into a separate sampler state structure. by daniel@transgaming.com · 12 years ago
  63. e4733d7 Move shader cache into Renderer by daniel@transgaming.com · 12 years ago
  64. f688c0d Make testDeviceLoss able to perform the notifications by daniel@transgaming.com · 12 years ago
  65. ef21ab2 Move query and sync support to Renderer by daniel@transgaming.com · 12 years ago
  66. 621ce05 Add Renderer class and move functionality from Display by daniel@transgaming.com · 12 years ago
  67. 6452adf Tracks sized internal formats for textures. by daniel@transgaming.com · 12 years ago
  68. 42944b0 Adds support for per-framebuffer IMPLEMENTATION_COLOR_READ_FORMAT and TYPE by daniel@transgaming.com · 12 years ago
  69. 087e578 Skip drawing points when gl_PointSize isn't written. by daniel@transgaming.com · 12 years ago
  70. aa48067 Replace D3DXFloat16To32Array. by apatrick@chromium.org · 12 years ago
  71. 29ab952 Minor GCC fixes by daniel@transgaming.com · 12 years ago
  72. 909f21c Reset shaders to null in makeCurrent. by apatrick@chromium.org · 12 years ago
  73. 989c1c8 Make ProgramBinary a refcount object and use Binding pointers to maintain it's lifetime on context and program. by daniel@transgaming.com · 12 years ago
  74. 12394cf Install new program binary when current program is successfully relinked or reloaded by daniel@transgaming.com · 12 years ago
  75. 95d2942 redirect the LinkProgram and ProgramBinary calls through the context. by daniel@transgaming.com · 12 years ago
  76. 834af91 Explicitly track the current program binary instead of just caching it. by daniel@transgaming.com · 12 years ago
  77. 7f3bfe1 Don't erase the cached program binary on deletion. by daniel@transgaming.com · 12 years ago
  78. 62a2846 Cache the current program binary instead of the current program. by daniel@transgaming.com · 12 years ago
  79. e6af4f9 Use the ProgramBinary's serial to track changed D3D9 shaders instead of the Program's by daniel@transgaming.com · 12 years ago
  80. 5ae3ccc Pass the programBinary directly to applyDeclaration by daniel@transgaming.com · 12 years ago
  81. 6871528 Scale up non-multiple-of-4 dxt textures by jbauman@chromium.org · 12 years ago
  82. 07ab841 Implement Anisotropic Texture filtering support by daniel@transgaming.com · 12 years ago
  83. 144f280 Enable OES_get_program_binary. by apatrick@chromium.org · 12 years ago
  84. 13be3e4 Increase the maximum point size to what is reported by Direct3D. by daniel@transgaming.com · 12 years ago
  85. 253b8d2 Refactor program info log out of ProgramBinary and in to Program. by apatrick@chromium.org · 12 years ago
  86. 9616e58 Merge no-flip-rows r1142 to trunk. by apatrick@chromium.org · 12 years ago
  87. 3ce8dbc Add placeholder entry points for GL_OES_get_program_binary. by apatrick@chromium.org · 12 years ago
  88. ea09f9b Move ProgramBinary into new file. by apatrick@chromium.org · 12 years ago
  89. e2a59bb Refactor Program into Program and ProgramBinary. by apatrick@chromium.org · 12 years ago
  90. 92d620c Advertise support for ANGLE_depth_texture by daniel@transgaming.com · 12 years ago
  91. 68145c6 Apply the depth texture correctly as the DepthStencil surface in applyRenderTarget by daniel@transgaming.com · 12 years ago
  92. 63e6afe Ensure all getDepthStencil and getRenderTarget calls consistently handle references to the underlying d3d surfaces by daniel@transgaming.com · 12 years ago
  93. 1c49f79 Detect depth texture support using INTZ and NULL textures by daniel@transgaming.com · 12 years ago
  94. 56c6263 Optimize Context::applyTextures by avoiding repeated getTextureSerial calls by daniel@transgaming.com · 12 years ago
  95. 11399d5 Make sure the internal DX uniforms get updated after re-linking. by daniel@transgaming.com · 12 years ago
  96. 563c0a5 Fence has pointer to the associated egl::Display. by apatrick@chromium.org · 12 years ago
  97. c6f7f9d Centralize detection of instancing support. by daniel@transgaming.com · 13 years ago
  98. dce02fd Expose the ANGLE_instanced_arrays extension. by daniel@transgaming.com · 13 years ago
  99. d644931 Work around a bug observed with ATI graphics cards where instanced draw calls fail when all attributes are non-instanced, by repeating the draw call. by daniel@transgaming.com · 13 years ago
  100. 6c4b5e0 Re-implement line loops by constructing a 'looping' index buffer, so it is compatible with instanced draws. by daniel@transgaming.com · 13 years ago