- d8136cb Validate the number of uniform vectors. by shannon.woods@transgaming.com · 11 years ago
- a4ba59c Add handling for certain cases of D3D9Ex device lost. by shannon.woods@transgaming.com · 11 years ago
- d3d4208 Use optimization level 0 for D3D11. by shannon.woods@transgaming.com · 11 years ago
- 9cbce92 Don't split loops on Shader Model 4+. by shannon.woods@transgaming.com · 11 years ago
- 31c4f23 Fix D3D11 errors where the application passes in QNAN to glPolygonOffset or for the viewport bounds. by shannon.woods@transgaming.com · 11 years ago
- ce3128a Fix using polygonOffsetUnits in place of polygonOffsetFactor in the D3D11 path. by shannon.woods@transgaming.com · 11 years ago
- 51cb88e Use actualFormat instead of internalFormat for checking if we can do a fast copy in Image11::copy. by shannon.woods@transgaming.com · 11 years ago
- a7c7bc4 Add the proper data offset in Image11::copy, for the slow pixel copy method. by shannon.woods@transgaming.com · 11 years ago
- 2c53e47 Clear the Geometry Shader state in Renderer11::maskedClear. by shannon.woods@transgaming.com · 11 years ago
- 01a5cf9 Expand GL sampler arguments to a texture and sampler argument for D3D11. by shannon.woods@transgaming.com · 11 years ago
- 96c21ee Initialize shader resource view member to NULL. by shannon.woods@transgaming.com · 11 years ago
- 50ea993 Fixed the alpha blend mask not being initialized for masked clears. by shannon.woods@transgaming.com · 11 years ago
- 09f326b Implemented Renderer11:getDXT1/3/5TextureSupport. by shannon.woods@transgaming.com · 11 years ago
- 7ae9e7f Image11 and TextureStorage11 make sure sizes are aligned properly. by shannon.woods@transgaming.com · 11 years ago
- 53b0ecb Moved common members in TextureStorage11_2D and TextureStorage11_Cube into TextureStorage11. by shannon.woods@transgaming.com · 11 years ago
- a24d646 Added a utility function to determine required texture size alignments. by shannon.woods@transgaming.com · 11 years ago
- fd86c2c Change the max reported viewport size to be the same as the maximum texture size in D3D11. by shannon.woods@transgaming.com · 11 years ago
- cfdfd46 Fix the y offset of Renderer11::copytexture to correct the inverted output image. by shannon.woods@transgaming.com · 11 years ago
- 09bf2a7 Use Map/Unmap instead of UpdateSubResource for uniforms. by shannon.woods@transgaming.com · 11 years ago
- 315b640 Renamed and reorganized the vertex conversion tables in VertexBuffer9. by shannon.woods@transgaming.com · 11 years ago
- 5b2d855 TextureStorage11 classes now create shader resource views for depth stencils. by shannon.woods@transgaming.com · 11 years ago
- 955014d Added utility functions for converting depth stencil DXGI_FORMATs. by shannon.woods@transgaming.com · 11 years ago
- cb332ab Declare vertex varyings which have not been written, to allow successful linking. by shannon.woods@transgaming.com · 11 years ago
- 4e91d56 Isolate D3DCompiler.h include to just the cpp files that need it, instead of every file that uses the renderer. by shannon.woods@transgaming.com · 11 years ago
- d2811d6 Break some of the include chains that cause unneeded dependencies between headers. by shannon.woods@transgaming.com · 11 years ago
- b01158b Change filter organization for the Renderer source files, further subdivided between 9 and 11. by shannon.woods@transgaming.com · 11 years ago
- 8d8814b Remove D3D9 header included in the D3D11 path, and some references to D3DERR. by shannon.woods@transgaming.com · 11 years ago
- a9a509e Fixed a bug where the streaming buffer would not get space reserved if a higher index static buffer was invalidated. by shannon.woods@transgaming.com · 11 years ago
- 709fee9 Refactored calculation if a vertex buffer can do direct storage into a helper function. by shannon.woods@transgaming.com · 11 years ago
- 15de0f9 Moved duplicate code. by shannon.woods@transgaming.com · 11 years ago
- 13979a6 Optimized applying DX11 uniforms with memcpy. by shannon.woods@transgaming.com · 11 years ago
- 2494c97 Store integer and boolean uniforms in 4-element vectors. by shannon.woods@transgaming.com · 11 years ago
- cd714ef Store boolean uniforms as 32-bit integers. by shannon.woods@transgaming.com · 11 years ago
- a14ecf3 Eliminate unused DX11 driver uniforms. by shannon.woods@transgaming.com · 11 years ago
- 6bb4886 Fix the conversion of textures to rendertargets to use the right number of mip levels if we already initialized storage. by shannon.woods@transgaming.com · 11 years ago
- 28e7ba0 Fix clearing the geometry shader state in copytexture, and errors generated by a BGRA backbuffer format. by shannon.woods@transgaming.com · 11 years ago
- 8d2f086 Only advertise postSubBuffer extension if we can actually present less than the whole buffer. by shannon.woods@transgaming.com · 11 years ago
- 0bbb08d Fix the SwapChain11::swapRect x and y coordinates to reference the lower left corner at (0,0). by shannon.woods@transgaming.com · 11 years ago
- 3e3da58 Allow zero sized system window FBO to be declared complete, and let the application use them for rendering. by shannon.woods@transgaming.com · 11 years ago
- 8c6d9df Ensure we do not try to create a swapchain with dimensions smaller than 1x1. by shannon.woods@transgaming.com · 11 years ago
- 2df7d8e Fix a regression when drawing point sprites with a non-one-valued w coordinate. by shannon.woods@transgaming.com · 11 years ago
- a1229a3 Index data manager uses direct buffers for indices if possible. by shannon.woods@transgaming.com · 11 years ago
- db1899c VertexDataManager now supports direct buffers when vertex conversion is not needed. by shannon.woods@transgaming.com · 11 years ago
- d212e62 VertexBuffer has a new abstract method to determine if conversion is required for a given attribute type. by shannon.woods@transgaming.com · 11 years ago
- 4587fee Added an identity flag to VertexBuffer11's conversions. by shannon.woods@transgaming.com · 11 years ago
- 7665541 gl::Buffer now uses an rx::BufferStorage to store the data. by shannon.woods@transgaming.com · 11 years ago
- 4e52b63 Added a BufferStorage creation method to renderer. by shannon.woods@transgaming.com · 11 years ago
- 70c856f Created a BufferStorage11 class. by shannon.woods@transgaming.com · 11 years ago
- b91187c Created a BufferStorage9 class. by shannon.woods@transgaming.com · 11 years ago
- 1dc3956 Created a BufferStorage abstract class. by shannon.woods@transgaming.com · 11 years ago
- 9cdced6 Implemented Renderer11::getFloat*TextureSupport. by shannon.woods@transgaming.com · 11 years ago
- 6d79257 Added a utility function for determining the size of an array. by shannon.woods@transgaming.com · 11 years ago
- 43ccf3f Fix a regression with point sprites where the geometry shader state was not properly updated. by shannon.woods@transgaming.com · 11 years ago
- 8ce2f8f Implement larger bounds for viewports and scissor rectangles in D3D11. by shannon.woods@transgaming.com · 11 years ago
- b356025 Add a simple Range type to represent an integer 1D range. by shannon.woods@transgaming.com · 11 years ago
- 1abd797 Enable anisotropic filtering support on the D3D11 path. by shannon.woods@transgaming.com · 11 years ago
- c71ca75 Add support for resizing the window without recreating the swap chain in D3D11. by shannon.woods@transgaming.com · 11 years ago
- 0776550 Don't convert normalized integer types, they are interpreted as floating-point in the shader. by shannon.woods@transgaming.com · 11 years ago
- 291266b Implemented Renderer11::getLuminance*TextureSupport by shannon.woods@transgaming.com · 11 years ago
- 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
- 1e1deda Implemented Renderer11::blitRect for render targets. by shannon.woods@transgaming.com · 11 years ago
- 7e23285 Added a texture object to RenderTarget11. by shannon.woods@transgaming.com · 11 years ago
- d67f9ce Added a helper Renderer11::resolveMultisampledTexture method. by shannon.woods@transgaming.com · 11 years ago
- c25537e Fixed a rounding bug in copyTexture and removed a redundant parameter blend state setting. by shannon.woods@transgaming.com · 11 years ago
- ae84f73 RenderTarget11 now creates multisampled render targets. by shannon.woods@transgaming.com · 11 years ago
- b3f4be0 RenderTarget11 converts the format again for mActualFormat to match RenderTarget9. by shannon.woods@transgaming.com · 11 years ago
- 88fbd0f Added a Renderer11::getNearestSupportedSamples method. by shannon.woods@transgaming.com · 11 years ago
- df2fd57 Implemented Renderer11::getMaxSupportedSamples. by shannon.woods@transgaming.com · 11 years ago
- 30f52c6 Preserve the D3D11 offscreen texture contents when the swap chain is reset (ie from window resize). by shannon.woods@transgaming.com · 11 years ago
- ae81383 Move the code related to creating and resetting offscreen texture resources to its own method. by shannon.woods@transgaming.com · 11 years ago
- 211fa2e Only allocate offscreen texture resources when we need them, not every time we reset the swapchain. by shannon.woods@transgaming.com · 11 years ago
- ddd6c80 Add the ability to recover from a removed device (TDR or driver removal) to the D3D11 code path. by shannon.woods@transgaming.com · 11 years ago
- 779aa26 Enclose error(GLint) and error(EGLint) into gl and egl namespaces. by shannon.woods@transgaming.com · 11 years ago
- eb049e2 Move the call to notify device lost to the Renderer. by shannon.woods@transgaming.com · 11 years ago
- f5f5949 Enclose isDeviceLostError and checkDeviceLost in their corresponding d3d9/d3d11 namespaces. by shannon.woods@transgaming.com · 11 years ago
- dd2524c Fix regressions in the unit tests related to setting gl_PointSize, and using other draw modes. by shannon.woods@transgaming.com · 11 years ago
- 43db795 Use the D3D11 adapter LUID for our adapter identifier check in ProgramBinary. by shannon.woods@transgaming.com · 11 years ago
- eec5c63 Add support for more depth buffer formats in our EGLConfigs. by shannon.woods@transgaming.com · 11 years ago
- 25950ea Fix the order of the channels in readPixelColor, which was messing up BGRA to RGBA readPixels. by shannon.woods@transgaming.com · 11 years ago
- ad74a4b Enabled vsync in SwapChain11. by shannon.woods@transgaming.com · 11 years ago
- 3de0a45 Updates to extensions from public registry by shannon.woods@transgaming.com · 11 years ago
- be58aa0 Created Fence11. by shannon.woods@transgaming.com · 11 years ago
- 8b7606a Created Query11. by shannon.woods@transgaming.com · 11 years ago
- 5defc5c Integrated the new rx::Fence class into gl::Fence. by shannon.woods@transgaming.com · 11 years ago
- cfe787e Added a fence creation method to Renderer. by shannon.woods@transgaming.com · 11 years ago
- dbbe605 Created Fence9. by shannon.woods@transgaming.com · 11 years ago
- baaa196 Created an abstract rx::Fence class. by shannon.woods@transgaming.com · 11 years ago
- 938ac8d Fixed some circular includes. by shannon.woods@transgaming.com · 11 years ago
- b32e198 gl::Query now uses the abstract rx::Query. by shannon.woods@transgaming.com · 11 years ago
- 50df6c5 Added query creation methods to Renderer. by shannon.woods@transgaming.com · 11 years ago
- 23f3332 Created Query9. by shannon.woods@transgaming.com · 11 years ago
- bfbec45 Created an abstract rx::QueryImpl class. by shannon.woods@transgaming.com · 11 years ago
- 09fd945 Add support for derivative instructions in D3D11. by shannon.woods@transgaming.com · 11 years ago
- 58ae0f6 Update ANGLE_texture_compression_dxt by daniel@transgaming.com · 12 years ago
- 9bb0bac Added an ANGLE instancing sample to a new folder in samples. by daniel@transgaming.com · 12 years ago
- 7e6649e Update version to r1818 by daniel@transgaming.com · 12 years ago
- 97b16d1 Do not hash mapping field names of a reserved struct. by daniel@transgaming.com · 12 years ago
- bdf787f Implemented Renderer11::sync. by daniel@transgaming.com · 12 years ago
- d5903ca Fix mat2 packing to use 2 rows as per spec. by daniel@transgaming.com · 12 years ago
- 75cb689 Fix a memory out-of-bound visit bug. by daniel@transgaming.com · 12 years ago