Gitiles
Code Review
Sign In
gerrit-public.fairphone.software
/
fp2-dev
/
platform
/
external
/
chromium_org
/
third_party
/
angle
/
e92a3546da271f33110714508529fef7306c4656
/
src
/
libGLESv2
/
renderer
/
d3d
/
d3d11
/
ShaderExecutable11.cpp
c7a4104
Moved D3D specific files and folders under the D3D folder.
by Brandon Jones
· 10 years ago
[Renamed (96%) from src/libGLESv2/renderer/d3d11/ShaderExecutable11.cpp]
9cd1915
Fix warnings about unreferenced local variables.
by Geoff Lang
· 10 years ago
6cec850
Re-enable RTTI and fix compilation errors.
by Geoff Lang
· 10 years ago
48dcae7
Added transform feedback shader generation.
by Geoff Lang
· 11 years ago
8ff21ae
Move storage for uniform blocks to the program binary.
by Jamie Madill
· 11 years ago
c47a678
Move the storage for uniform blocks to its own class.
by Jamie Madill
· 11 years ago
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 (97%) from src/libGLESv2/renderer/ShaderExecutable11.cpp]
ea22863
Use SafeRelease and SafeDelete to make sure released objects are NULL and will cause proper errors if referenced again.
by Geoff Lang
· 11 years ago
bdf2d80
Add precompiled header support for the libGLESv2 project.
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
8b400b1
Do not use dynamic_cast if RTTI is disabled.
by apatrick@chromium.org
· 12 years ago
3e773bb
Implement gl_PointSize point sprite emulation using D3D11 geometry shaders.
by shannon.woods@transgaming.com
· 12 years ago
5929ef2
Reuse the constant buffers of the shader executable.
by shannon.woods@transgaming.com
· 12 years ago
358e88d
Add constant buffers to ShaderExecutable11.
by shannon.woods@transgaming.com
· 12 years ago
2275f91
Eliminated D3DConstantTable.
by daniel@transgaming.com
· 12 years ago
3124048
Changed D3DConstant table, IndexDataManager,VertexDataManager and vertexconversion namespaces.
by daniel@transgaming.com
· 12 years ago
7b18d0c
Store the shader bytecode in ShaderExecutable to pass it to CreateInputLayout.
by daniel@transgaming.com
· 12 years ago
813bb78
Add ShaderExecutable11 files.
by daniel@transgaming.com
· 12 years ago