1. 8bc304a Move sampler state structure to angle types header. by daniel@transgaming.com · 12 years ago
  2. 87705f8 Renames classes in the TextureStorage heirarchy for clarity by daniel@transgaming.com · 12 years ago
  3. d9ec902 Changes the Image array contained in Texture classes to an array of Image pointers. by daniel@transgaming.com · 12 years ago
  4. 1f57d18 Remove unnecessary d3d9.h includes by daniel@transgaming.com · 12 years ago
  5. d186dc7 Pass the RenderTarget, not the D3D surface, up the Renderbuffer heirarchy. by daniel@transgaming.com · 12 years ago
  6. 31b13e1 Moves Image & Renderer into rx namespace by daniel@transgaming.com · 12 years ago
  7. de8a7ff Moves the Blitter into the Renderer's domain by daniel@transgaming.com · 12 years ago
  8. 370482e Pass the Renderer to the ResourceManager at construction time. by daniel@transgaming.com · 12 years ago
  9. 690d8ae Moves copyToRenderTarget operation into texture storage object. by daniel@transgaming.com · 12 years ago
  10. 9d4346f Eliminates getD3DTexture, instead returning the texture storage object. by daniel@transgaming.com · 12 years ago
  11. df14c76 Moves static d3d texture format conversion utilities to TextureStorage. by daniel@transgaming.com · 12 years ago
  12. 20d3666 Mostly eliminates usage of getD3DFormat in Texture. by daniel@transgaming.com · 12 years ago
  13. b5e1a27 Moves TextureStorage class to its own file in the Renderer directory by daniel@transgaming.com · 12 years ago
  14. b9d7e6f Moves Image class to its own file in the Renderer's directory. by daniel@transgaming.com · 12 years ago
  15. a734f27 Move SetTexture calls to the renderer class by daniel@transgaming.com · 12 years ago
  16. ebf139f Move texture sampler state into a separate sampler state structure. by daniel@transgaming.com · 12 years ago
  17. ca9a3c8 Avoids uploading levels other than 0 for incomplete textures. by daniel@transgaming.com · 12 years ago
  18. 6452adf Tracks sized internal formats for textures. by daniel@transgaming.com · 12 years ago
  19. 2b5af7b Optimized adding dirty rectangles. by daniel@transgaming.com · 12 years ago
  20. 6bc4a14 Ensure texture level count accounts for lod offset. by jbauman@chromium.org · 12 years ago
  21. 6871528 Scale up non-multiple-of-4 dxt textures by jbauman@chromium.org · 12 years ago
  22. 07ab841 Implement Anisotropic Texture filtering support by daniel@transgaming.com · 12 years ago
  23. 95a758f Remove dos-style line-endings (EOL changes only) by daniel@transgaming.com · 12 years ago
  24. 9616e58 Merge no-flip-rows r1142 to trunk. by apatrick@chromium.org · 12 years ago
  25. 68145c6 Apply the depth texture correctly as the DepthStencil surface in applyRenderTarget by daniel@transgaming.com · 12 years ago
  26. e32d569 Pass the usage parameter into TextureStorage instead of passing a boolean by daniel@transgaming.com · 12 years ago
  27. 0c85468 Report errors for unsupported Depth/stencil texture operations by daniel@transgaming.com · 12 years ago
  28. 4df88e8 Make TextureCubeMap size/format/compressed checks explicit about the level and face they are checking by daniel@transgaming.com · 12 years ago
  29. 92f4992 Make Texture2D format and compression checks be explicit about the level they are checking by daniel@transgaming.com · 12 years ago
  30. 4327cff Remove unused base class Texture methods and make them non-virtual in derived classes by daniel@transgaming.com · 12 years ago
  31. 46f2d0a Split RenderbufferTexture into 2D and CubeMap specific variants by daniel@transgaming.com · 12 years ago
  32. bf6e5d4 Remove the unused Texture::getType method by daniel@transgaming.com · 12 years ago
  33. 519c32b Implement SSE2 version of loadAlphaData by daniel@transgaming.com · 12 years ago
  34. 3b13025 Make Image::lock and unlock private and call them from Image::loadData. by apatrick@chromium.org · 12 years ago
  35. b66a701 Moved RefCountObject to common so it can be used by libEGL. by apatrick@chromium.org · 12 years ago
  36. 2678b34 Changes the pointer from textures to their renderbuffer proxies to non-refcounted (2/2) by daniel@transgaming.com · 12 years ago
  37. c8d4606 Ensure texture storage exists before retrieving serial by daniel@transgaming.com · 13 years ago
  38. 2e566dc rename TextureStorage renderable flag to reflect it's actual usage by daniel@transgaming.com · 13 years ago
  39. b9aa00b Refactor image renderability lookup by daniel@transgaming.com · 13 years ago
  40. 92399aa Add TextureStorage::getPool method by daniel@transgaming.com · 13 years ago
  41. 101f869 Let TextureStorage track the texture pool explicitly by daniel@transgaming.com · 13 years ago
  42. f5cffc9 Rename various mTexture variables to mTexStorage to reflect what they really are by daniel@transgaming.com · 13 years ago
  43. 63928d7 Cache the computation of getD3DFormat by daniel@transgaming.com · 13 years ago
  44. 38f28cb Track the texture pool explicitly in the Image class by daniel@transgaming.com · 13 years ago
  45. f128644 Adds a level parameter to texture getWidth and getHeight by daniel@transgaming.com · 13 years ago
  46. 6364b35 Split completeness tests into sampler and mipmap completeness. by daniel@transgaming.com · 13 years ago
  47. d28da89 Use the texture surfaces as image surfaces when managed. by daniel@transgaming.com · 13 years ago
  48. 7d18c17 Added the texture usage parameter. by daniel@transgaming.com · 13 years ago
  49. 64a0fb2 Implemented glTexStorage2DEXT. by daniel@transgaming.com · 13 years ago
  50. d30bd0a Added the immutable parameter. by daniel@transgaming.com · 13 years ago
  51. fbc3952 Issue render target serials per texture storage. by daniel@transgaming.com · 13 years ago
  52. 9f8f622 Move serial management to TextureStorage. by daniel@transgaming.com · 13 years ago
  53. 5e4dbb3 Create D3D textures within Storage classes. Fixed render target reference counting. by daniel@transgaming.com · 13 years ago
  54. afa8ef3 Simplified cube face handling and render target conversion. by daniel@transgaming.com · 13 years ago
  55. dc82bf9 Encapsulate D3D textures into Storage classes. by daniel@transgaming.com · 13 years ago
  56. f81103a maxLevels is always 0. by daniel@transgaming.com · 13 years ago
  57. 4163405 Release the D3D texture on any actual redefine. by daniel@transgaming.com · 13 years ago
  58. d14558a Separate Colorbuffer into storage and texture variants, implementing a common interface. by daniel@transgaming.com · 13 years ago
  59. c1fde76 Issue a new serial for every new D3D texture. by daniel@transgaming.com · 13 years ago
  60. 1a01e83 Always release pbuffer surfaces on redefine. by daniel@transgaming.com · 13 years ago
  61. 90cfcc9 Move copyToImage to Image::copy. by daniel@transgaming.com · 13 years ago
  62. 0c67f3c Eliminated the format parameter. by daniel@transgaming.com · 13 years ago
  63. f749f0e Moved load*Data methods to Image. by daniel@transgaming.com · 13 years ago
  64. 6e4b121 Eliminated GetDesc calls. by daniel@transgaming.com · 13 years ago
  65. 73de05a Encapsulate image surface creation. by daniel@transgaming.com · 13 years ago
  66. 5cce3ff Abstracted image locking/unlocking. by daniel@transgaming.com · 13 years ago
  67. dff362f Turned Image into a class to improve encapsulation. by daniel@transgaming.com · 13 years ago
  68. de63178 Moved Image outside of Texture. by daniel@transgaming.com · 13 years ago
  69. 0da803b Refactored texture dirtiness. by daniel@transgaming.com · 13 years ago
  70. 68ae299 Refactored redefine. by daniel@transgaming.com · 13 years ago
  71. 31e22e1 Moved createSurface() to Image. by daniel@transgaming.com · 13 years ago
  72. b612f88 Use commitRect within updateTexture to avoid duplicate logic. by daniel@transgaming.com · 13 years ago
  73. 50c526d Add support for DXT3 and DXT5 by gman@chromium.org · 13 years ago
  74. f1f28c8 Use SSE2 to swizzle RGBA to BGRA by jbauman@chromium.org · 13 years ago
  75. ae34580 Add support for eglBindTexImage and eglReleaseTexImage by jbauman@chromium.org · 13 years ago
  76. b627699 Use D3DX to copy between renderable texture surfaces. by daniel@transgaming.com · 13 years ago
  77. 549bdef Retrieve the D3D texture format per image. by daniel@transgaming.com · 13 years ago
  78. d976b58 Consistently use the virtual keyword on virtual overloaded methods. by daniel@transgaming.com · 13 years ago
  79. a06aa87 Track dirty texture parameters and images separately. by daniel@transgaming.com · 13 years ago
  80. a9eb5da Track texture serials instead of id's. by daniel@transgaming.com · 13 years ago
  81. 38e76e5 Keep track of applied textures and dirty state to minimize D3D calls. by daniel@transgaming.com · 13 years ago
  82. 5188731 Fix checking for floating-point render target texture support. by daniel@transgaming.com · 13 years ago
  83. 6120820 Retrieve texture width, height and type from the top-level image. by daniel@transgaming.com · 13 years ago
  84. b5a3a6b Texture image refactoring. by daniel@transgaming.com · 13 years ago
  85. c50edcb Remove redundant dirtyImageData() check. by daniel@transgaming.com · 13 years ago
  86. 0bd22bc Check image type in texture completeness test. by daniel@transgaming.com · 13 years ago
  87. 8a0a2db InternalFormat and format are the same. by daniel@transgaming.com · 13 years ago
  88. aed1832 Fix dirty texture state management. by daniel@transgaming.com · 13 years ago
  89. 68076a0 Eliminate the weak base texture pointer. by daniel@transgaming.com · 13 years ago
  90. d2fd4f2 Fix FBO/Texture/renderbuffer class hierarchy issues by daniel@transgaming.com · 13 years ago
  91. b31f532 All surfaces follow D3D Y convention, i.e. (0, 0) is "top-left" rather than GL's "bottom-left". This eliminates the need to flip the default FBO to the D3D convention using additional blits when presenting and reduces VRAM usage for redundant window sized surfaces. by apatrick@chromium.org · 13 years ago
  92. 9d1c9b4 glGenerateMipmap now does not force textures to become render targets. by apatrick@chromium.org · 14 years ago
  93. 4c5142c Implemented glCopyTex[Sub]Image for non-renderable formats. by daniel@transgaming.com · 14 years ago
  94. 3f85fbb Validate glCopyTex[Sub]Image source and destination format combinations. by daniel@transgaming.com · 14 years ago
  95. 11cb68c Create and load L/LA textures. TRAC #13792 Signed-off-by: Daniel Koch by daniel@transgaming.com · 14 years ago
  96. 5d752f2 Add proper detection for maximum texture and renderbuffer size Trac #13849 by daniel@transgaming.com · 14 years ago
  97. 0fa7463 Allow blitting to a render texture in BlitFramebuffer. by enne@chromium.org · 14 years ago
  98. 4e3bad4 Changed raw pointers to RefCountObject to BindingPointers. by apatrick@chromium.org · 14 years ago
  99. ff8bdfb Backing out r417 and r418. by apatrick@chromium.org · 14 years ago
  100. 5525502 Replaced raw pointers to RefCountObject to BindingPointer. by apatrick@chromium.org · 14 years ago