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gerrit-public.fairphone.software
/
fp2-dev
/
platform
/
external
/
chromium_org
/
third_party
/
angle
/
c90d73a06ea27004343973499730c17cf32bf2f2
/
src
/
libGLESv2
/
Texture.h
f898990
Pass a SamplerState as a parameter to Texture::isSamplerComplete, instead of using the internal SamplerState.
by Jamie Madill
· 11 years ago
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
c82fc41
Added support for TEXTURE_COMPARE_MODE and TEXTURE_COMPARE_FUNC sampler states.
by Geoff Lang
· 11 years ago
8757c06
Implemented glTexStorage and refactored glTexStorage2DEXT.
by shannonwoods@chromium.org
· 11 years ago
557aab0
Texture image setting functions use the refactored texture conversion and loading functions.
by shannonwoods@chromium.org
· 11 years ago
4ad58e0
Texture::setImage methods now have an internal format parameter, if the internal format is unsized, a sized one is computed so that Texture classes always store sized internal formats.
by shannonwoods@chromium.org
· 11 years ago
644f766
Texture2DArray now uses dynamically allocated arrays to store Image objects.
by shannonwoods@chromium.org
· 11 years ago
7625f79
Created the Texture2DArray class.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
a98a811
Added GL_MAX_ARRAY_TEXTURE_LAYERS.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
9599656
Created a gl::Texture3D class.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
0b3a8df
Added the GL_TEXTURE_WRAP_R parameter.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
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
4760c56
Added depth parameters to all image loading functions.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
f26ddae
Added the GLES3 headers and updated all locations where the GLES2 headers were included to also include the GLES3 headers.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
e2e9798
Only discard the storage texture when there is a mismatch with its mipmap chain.
by shannon.woods@transgaming.com
· 11 years ago
486d9e9
Remove a lot of unnecessary include files and break include chains.
by shannon.woods@transgaming.com
· 11 years ago
8a40668
Don't discard texture storage when redefining and image to generate mip maps.
by shannon.woods@transgaming.com
· 11 years ago
3c17ba6
Removed the dirty parameters flag from Texture.
by daniel@transgaming.com
· 12 years ago
8bc304a
Move sampler state structure to angle types header.
by daniel@transgaming.com
· 12 years ago
87705f8
Renames classes in the TextureStorage heirarchy for clarity
by daniel@transgaming.com
· 12 years ago
d9ec902
Changes the Image array contained in Texture classes to an array of Image pointers.
by daniel@transgaming.com
· 12 years ago
1f57d18
Remove unnecessary d3d9.h includes
by daniel@transgaming.com
· 12 years ago
d186dc7
Pass the RenderTarget, not the D3D surface, up the Renderbuffer heirarchy.
by daniel@transgaming.com
· 12 years ago
31b13e1
Moves Image & Renderer into rx namespace
by daniel@transgaming.com
· 12 years ago
de8a7ff
Moves the Blitter into the Renderer's domain
by daniel@transgaming.com
· 12 years ago
370482e
Pass the Renderer to the ResourceManager at construction time.
by daniel@transgaming.com
· 12 years ago
690d8ae
Moves copyToRenderTarget operation into texture storage object.
by daniel@transgaming.com
· 12 years ago
9d4346f
Eliminates getD3DTexture, instead returning the texture storage object.
by daniel@transgaming.com
· 12 years ago
df14c76
Moves static d3d texture format conversion utilities to TextureStorage.
by daniel@transgaming.com
· 12 years ago
20d3666
Mostly eliminates usage of getD3DFormat in Texture.
by daniel@transgaming.com
· 12 years ago
b5e1a27
Moves TextureStorage class to its own file in the Renderer directory
by daniel@transgaming.com
· 12 years ago
b9d7e6f
Moves Image class to its own file in the Renderer's directory.
by daniel@transgaming.com
· 12 years ago
a734f27
Move SetTexture calls to the renderer class
by daniel@transgaming.com
· 12 years ago
ebf139f
Move texture sampler state into a separate sampler state structure.
by daniel@transgaming.com
· 12 years ago
ca9a3c8
Avoids uploading levels other than 0 for incomplete textures.
by daniel@transgaming.com
· 12 years ago
6452adf
Tracks sized internal formats for textures.
by daniel@transgaming.com
· 12 years ago
2b5af7b
Optimized adding dirty rectangles.
by daniel@transgaming.com
· 12 years ago
6bc4a14
Ensure texture level count accounts for lod offset.
by jbauman@chromium.org
· 12 years ago
6871528
Scale up non-multiple-of-4 dxt textures
by jbauman@chromium.org
· 12 years ago
07ab841
Implement Anisotropic Texture filtering support
by daniel@transgaming.com
· 12 years ago
95a758f
Remove dos-style line-endings (EOL changes only)
by daniel@transgaming.com
· 12 years ago
9616e58
Merge no-flip-rows r1142 to trunk.
by apatrick@chromium.org
· 12 years ago
68145c6
Apply the depth texture correctly as the DepthStencil surface in applyRenderTarget
by daniel@transgaming.com
· 12 years ago
e32d569
Pass the usage parameter into TextureStorage instead of passing a boolean
by daniel@transgaming.com
· 12 years ago
0c85468
Report errors for unsupported Depth/stencil texture operations
by daniel@transgaming.com
· 12 years ago
4df88e8
Make TextureCubeMap size/format/compressed checks explicit about the level and face they are checking
by daniel@transgaming.com
· 12 years ago
92f4992
Make Texture2D format and compression checks be explicit about the level they are checking
by daniel@transgaming.com
· 12 years ago
4327cff
Remove unused base class Texture methods and make them non-virtual in derived classes
by daniel@transgaming.com
· 12 years ago
46f2d0a
Split RenderbufferTexture into 2D and CubeMap specific variants
by daniel@transgaming.com
· 12 years ago
bf6e5d4
Remove the unused Texture::getType method
by daniel@transgaming.com
· 12 years ago
519c32b
Implement SSE2 version of loadAlphaData
by daniel@transgaming.com
· 12 years ago
3b13025
Make Image::lock and unlock private and call them from Image::loadData.
by apatrick@chromium.org
· 12 years ago
b66a701
Moved RefCountObject to common so it can be used by libEGL.
by apatrick@chromium.org
· 13 years ago
2678b34
Changes the pointer from textures to their renderbuffer proxies to non-refcounted (2/2)
by daniel@transgaming.com
· 13 years ago
c8d4606
Ensure texture storage exists before retrieving serial
by daniel@transgaming.com
· 13 years ago
2e566dc
rename TextureStorage renderable flag to reflect it's actual usage
by daniel@transgaming.com
· 13 years ago
b9aa00b
Refactor image renderability lookup
by daniel@transgaming.com
· 13 years ago
92399aa
Add TextureStorage::getPool method
by daniel@transgaming.com
· 13 years ago
101f869
Let TextureStorage track the texture pool explicitly
by daniel@transgaming.com
· 13 years ago
f5cffc9
Rename various mTexture variables to mTexStorage to reflect what they really are
by daniel@transgaming.com
· 13 years ago
63928d7
Cache the computation of getD3DFormat
by daniel@transgaming.com
· 13 years ago
38f28cb
Track the texture pool explicitly in the Image class
by daniel@transgaming.com
· 13 years ago
f128644
Adds a level parameter to texture getWidth and getHeight
by daniel@transgaming.com
· 13 years ago
6364b35
Split completeness tests into sampler and mipmap completeness.
by daniel@transgaming.com
· 13 years ago
d28da89
Use the texture surfaces as image surfaces when managed.
by daniel@transgaming.com
· 13 years ago
7d18c17
Added the texture usage parameter.
by daniel@transgaming.com
· 13 years ago
64a0fb2
Implemented glTexStorage2DEXT.
by daniel@transgaming.com
· 13 years ago
d30bd0a
Added the immutable parameter.
by daniel@transgaming.com
· 13 years ago
fbc3952
Issue render target serials per texture storage.
by daniel@transgaming.com
· 13 years ago
9f8f622
Move serial management to TextureStorage.
by daniel@transgaming.com
· 13 years ago
5e4dbb3
Create D3D textures within Storage classes. Fixed render target reference counting.
by daniel@transgaming.com
· 13 years ago
afa8ef3
Simplified cube face handling and render target conversion.
by daniel@transgaming.com
· 13 years ago
dc82bf9
Encapsulate D3D textures into Storage classes.
by daniel@transgaming.com
· 13 years ago
f81103a
maxLevels is always 0.
by daniel@transgaming.com
· 13 years ago
4163405
Release the D3D texture on any actual redefine.
by daniel@transgaming.com
· 13 years ago
d14558a
Separate Colorbuffer into storage and texture variants, implementing a common interface.
by daniel@transgaming.com
· 13 years ago
c1fde76
Issue a new serial for every new D3D texture.
by daniel@transgaming.com
· 13 years ago
1a01e83
Always release pbuffer surfaces on redefine.
by daniel@transgaming.com
· 13 years ago
90cfcc9
Move copyToImage to Image::copy.
by daniel@transgaming.com
· 13 years ago
0c67f3c
Eliminated the format parameter.
by daniel@transgaming.com
· 13 years ago
f749f0e
Moved load*Data methods to Image.
by daniel@transgaming.com
· 13 years ago
6e4b121
Eliminated GetDesc calls.
by daniel@transgaming.com
· 13 years ago
73de05a
Encapsulate image surface creation.
by daniel@transgaming.com
· 13 years ago
5cce3ff
Abstracted image locking/unlocking.
by daniel@transgaming.com
· 13 years ago
dff362f
Turned Image into a class to improve encapsulation.
by daniel@transgaming.com
· 13 years ago
de63178
Moved Image outside of Texture.
by daniel@transgaming.com
· 13 years ago
0da803b
Refactored texture dirtiness.
by daniel@transgaming.com
· 13 years ago
68ae299
Refactored redefine.
by daniel@transgaming.com
· 13 years ago
31e22e1
Moved createSurface() to Image.
by daniel@transgaming.com
· 13 years ago
b612f88
Use commitRect within updateTexture to avoid duplicate logic.
by daniel@transgaming.com
· 13 years ago
50c526d
Add support for DXT3 and DXT5
by gman@chromium.org
· 13 years ago
f1f28c8
Use SSE2 to swizzle RGBA to BGRA
by jbauman@chromium.org
· 13 years ago
ae34580
Add support for eglBindTexImage and eglReleaseTexImage
by jbauman@chromium.org
· 13 years ago
b627699
Use D3DX to copy between renderable texture surfaces.
by daniel@transgaming.com
· 13 years ago
549bdef
Retrieve the D3D texture format per image.
by daniel@transgaming.com
· 13 years ago
d976b58
Consistently use the virtual keyword on virtual overloaded methods.
by daniel@transgaming.com
· 13 years ago
a06aa87
Track dirty texture parameters and images separately.
by daniel@transgaming.com
· 13 years ago
a9eb5da
Track texture serials instead of id's.
by daniel@transgaming.com
· 13 years ago
38e76e5
Keep track of applied textures and dirty state to minimize D3D calls.
by daniel@transgaming.com
· 13 years ago
5188731
Fix checking for floating-point render target texture support.
by daniel@transgaming.com
· 13 years ago
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