1. 5bf9829 Refactoring VertexArrays by Brandon Jones · 10 years ago
  2. 04fb89a Generate pixel shader output to match the bound framebuffer. by Geoff Lang · 10 years ago
  3. cec3590 Use a Caps structure to store extension and texture format support. by Geoff Lang · 10 years ago
  4. 3c7fa22 Rename Renderbuffer to FramebufferAttachment. by Jamie Madill · 10 years ago
  5. a5c9a14 Fix uniform bug from duplicate D3D9 shader pointers. by Jamie Madill · 10 years ago
  6. 64c8324 Remove references to software rendering in Renderer9. by Geoff Lang · 10 years ago
  7. 834e8b7 Move ShaderVariables to common shared source. by Jamie Madill · 10 years ago
  8. eb9baab Pass pack state arguments instead of split parameters. by Jamie Madill · 10 years ago
  9. bf712d0 Remove max level from texture storage. by Nicolas Capens · 10 years ago
  10. fa7b76d Remove base level from texture storage. by Nicolas Capens · 10 years ago
  11. 4c5c6bb Add support for drawing with transform feedback. by Geoff Lang · 11 years ago
  12. b380174 Adds support for OES_mapbuffer by Shannon Woods · 10 years ago
  13. 48dcae7 Added transform feedback shader generation. by Geoff Lang · 11 years ago
  14. 1b6edcb Add remaining transform feedback queries. by Geoff Lang · 11 years ago
  15. 1e40d1c Revert "Add remaining transform feedback queries." by Geoff Lang · 10 years ago
  16. 4251b75 Add remaining transform feedback queries. by Geoff Lang · 11 years ago
  17. eeba6e1 Added methods for applying the current transform feedback buffers. by Geoff Lang · 11 years ago
  18. dad5ed3 Refactor HLSL compilation out of Renderer. by Geoff Lang · 11 years ago
  19. c5a8300 Store multiple vertex executables in the program binary. by Jamie Madill · 11 years ago
  20. 7ea42a5 Move ShaderCache.h to the d3d directory. by Geoff Lang · 11 years ago
  21. 0550d03 Implement GL_RASTERIZER_DISCARD. by Geoff Lang · 11 years ago
  22. 95ffb86 Add vertex format queries to Renderer. by Jamie Madill · 11 years ago
  23. 8ff21ae Move storage for uniform blocks to the program binary. by Jamie Madill · 11 years ago
  24. 6246dc8 Track dirty D3D shaders instead of program serial. by Jamie Madill · 11 years ago
  25. 13a2f85 Implement max elements indices and vertices. by Jamie Madill · 11 years ago
  26. c142e9d Renderer classes now set their blend states to mask out channels that do not exist in the render target. by Geoff Lang · 11 years ago
  27. f8c2f5c Fix indices not being offset to the bound vertex buffer when drawing indexed points in D3D9. by Geoff Lang · 11 years ago
  28. 88f779d Fix device removed handling for systems which do not by Jamie Madill · 11 years ago
  29. e2e0ce0 Context now detects if a texture needs to be swizzled and calls Renderer::generateSwizzles. by Geoff Lang · 11 years ago
  30. 3c9eeb9 Disable optimizations for shaders with conditional discard in D3D9, and by Jamie Madill · 11 years ago
  31. b7935e5 Proper handling of D3D9Ex device removed. by Jamie Madill · 11 years ago
  32. 4cfff5f Modify texture storage classes to store a base and max level, instead of a range of levels. by Jamie Madill · 11 years ago
  33. d4589c9 Simplify passing the texture usage parameters through the texture classes. by Jamie Madill · 11 years ago
  34. 632192d Added support for EXT_texture_rg in D3D9 and D3D11. by Geoff Lang · 11 years ago
  35. 005df41 Use GLenum instead of GLint to store internal format variables. by Geoff Lang · 11 years ago
  36. c8c102b Add a helper method to return the native format backing a GL texture type. by Jamie Madill · 11 years ago
  37. 0e0510f Place the method responsible for checking for fast pixel unpack buffer support into the Renderer. by Jamie Madill · 11 years ago
  38. 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[Renamed (99%) from src/libGLESv2/renderer/Renderer9.h]
  39. a21eea3 Add pixel unpack buffer stubs to the Renderer classes. by Jamie Madill · 11 years ago
  40. 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
  41. 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
  42. 52f1e7e Implements queriability for internal format sample counts. by Shannon Woods · 11 years ago
  43. 57a8972 Add implementation for Vertex Array Object state. by Jamie Madill · 11 years ago
  44. a857c36 Refactor VertexAttribute to split the "current value" for generic attributes into its own class. by Jamie Madill · 11 years ago
  45. 685806d Seperated the blit depthstencil parameters in the blit methods. by Geoff Lang · 11 years ago
  46. 758d5b2 Refactored validation to glBlitFramebufferANGLE and implemented glBlitFramebuffer. by Geoff Lang · 11 years ago
  47. 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
  48. dce735c Renamed the Blit class to Blit9. by Geoff Lang · 11 years ago
  49. 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
  50. d42cf4e D3D9 will now use D3DFMT_R5G6B5 textures when GL_RGB565 is requested if the device supports it. by Geoff Lang · 11 years ago
  51. 0e120e3 Added a Renderer::getMaxSupportedFormatSamples method to query the max support samples for a specific internal texture format. by Geoff Lang · 11 years ago
  52. 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
  53. 6e4f2a6 Add adapter LUID to EGL vendor string. by shannonwoods@chromium.org · 11 years ago
  54. a2ecfcc Moved utilities.h/cpp and mathutils.h to the shared common code folder. by shannonwoods@chromium.org · 11 years ago
  55. 1bddfb9 Pass uniform buffers active bound to uniform blocks of the active program to HLSL/D3D constant buffers. by shannonwoods@chromium.org · 11 years ago
  56. 2b54422 Ensure we have enough space in our reported max uniform buffer counts for our dedicated internal constant buffers. by shannonwoods@chromium.org · 11 years ago
  57. 89200d9 Split the floating point texture queries into individual methods and mark all support methods as const. by shannonwoods@chromium.org · 11 years ago
  58. 33e798f Add and implement Renderer::getMaxUniformBufferSize(), returning the maximum uniform buffer/block size. by shannonwoods@chromium.org · 11 years ago
  59. a98a811 Added GL_MAX_ARRAY_TEXTURE_LAYERS. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  60. 6c86bd5 Created the TextureStorageInterface2DArray class. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  61. c1fdf6b Added parameters for maximum 3D texture size. Renamed maximum 2D texture size methods and variables. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  62. 414e82a Added 3D versions of Renderer::copyToRenderTarget and Renderer::copyImage. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  63. 2058d64 Added 3D texture classes for TextureStorage and TextureStorageInterface. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  64. 3f72ce3 Added getter methods to renderer for checking maximum uniform and transform feedback buffers. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  65. b290ac1 Added getMaxRenderTargets() to Renderer, for a runtime-specific value for the maximum simulatenous render targets. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  66. e1602ae Fall back to drawing indexed points without indices in d3d9. by shannon.woods@transgaming.com · 11 years ago
  67. bdf2d80 Add precompiled header support for the libGLESv2 project. by shannon.woods@transgaming.com · 11 years ago
  68. 486d9e9 Remove a lot of unnecessary include files and break include chains. by shannon.woods@transgaming.com · 11 years ago
  69. d8136cb Validate the number of uniform vectors. by shannon.woods@transgaming.com · 11 years ago
  70. d2811d6 Break some of the include chains that cause unneeded dependencies between headers. by shannon.woods@transgaming.com · 11 years ago
  71. 2494c97 Store integer and boolean uniforms in 4-element vectors. by shannon.woods@transgaming.com · 11 years ago
  72. cd714ef Store boolean uniforms as 32-bit integers. by shannon.woods@transgaming.com · 11 years ago
  73. a14ecf3 Eliminate unused DX11 driver uniforms. by shannon.woods@transgaming.com · 11 years ago
  74. 8d2f086 Only advertise postSubBuffer extension if we can actually present less than the whole buffer. by shannon.woods@transgaming.com · 11 years ago
  75. 4e52b63 Added a BufferStorage creation method to renderer. by shannon.woods@transgaming.com · 11 years ago
  76. 8ce2f8f Implement larger bounds for viewports and scissor rectangles in D3D11. by shannon.woods@transgaming.com · 11 years ago
  77. ea4a0c6 Changed the rectangle arguments of Renderer11::blitRect from pointers to const references since they are never null or modified. by shannon.woods@transgaming.com · 11 years ago
  78. eb049e2 Move the call to notify device lost to the Renderer. by shannon.woods@transgaming.com · 11 years ago
  79. cfe787e Added a fence creation method to Renderer. by shannon.woods@transgaming.com · 11 years ago
  80. 50df6c5 Added query creation methods to Renderer. by shannon.woods@transgaming.com · 11 years ago
  81. 0b236e2 Removed the programBinary argument from Renderer::setViewport. by shannon.woods@transgaming.com · 12 years ago
  82. 00032cb Implement instancing support in D3D11. by shannon.woods@transgaming.com · 12 years ago
  83. 69ff776 Add a new internal enum for shader type, instead of re-using GL enums. by shannon.woods@transgaming.com · 12 years ago
  84. 76cd88c Avoid calling getContext() for resource limits. by shannon.woods@transgaming.com · 12 years ago
  85. 28d268e Increase the varying register count to what the feature level supports. by shannon.woods@transgaming.com · 12 years ago
  86. 4e48204 Increase DX11 uniform count to 1024. by shannon.woods@transgaming.com · 12 years ago
  87. 254317d Retrieve the maximum uniform register count from the renderer. by shannon.woods@transgaming.com · 12 years ago
  88. bec04bf Implement proper BGRA extension support on D3D11. by shannon.woods@transgaming.com · 12 years ago
  89. 21ba647 Only update a constant buffer when any of its uniforms are dirty. by shannon.woods@transgaming.com · 12 years ago
  90. 358e88d Add constant buffers to ShaderExecutable11. by shannon.woods@transgaming.com · 12 years ago
  91. 233fe95 Added support for vertex texure fetch in DX11 mode. by shannon.woods@transgaming.com · 12 years ago
  92. 664916b Renderer::copyImage now uses the ANGLE rectangle structure instead of the windows one. by shannon.woods@transgaming.com · 12 years ago
  93. 204677a Cleanup extraneous D3D9_REPLACE comments by daniel@transgaming.com · 12 years ago
  94. ed36abd Move dirty DX constant tracking from Context to the Renderers. by daniel@transgaming.com · 12 years ago
  95. ca1ac1f Add D3D version and shader models to renderer string reported by GetString. by daniel@transgaming.com · 12 years ago
  96. 7629bb6 Disable GL_OES_standard_derivatives when ps_2_x or later is not available. by daniel@transgaming.com · 12 years ago
  97. e33c8bf Moved applied texture and sampler caching from Context into the Renderers. by daniel@transgaming.com · 12 years ago
  98. a390e1e Implemented support for DX11 driver uniforms by assigning fixed register slots. by daniel@transgaming.com · 12 years ago
  99. 669c995 Cached texture and event support on Renderer9. by daniel@transgaming.com · 12 years ago
  100. 2275f91 Eliminated D3DConstantTable. by daniel@transgaming.com · 12 years ago