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f6863e0af2d81ed56371c6c7ec6468e685e31289
f6863e0
Implement multiple render target support in glBlitFramebufferANGLE.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
1d64b62
Refactor Renderer11::blit to use simpler control flow.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
f9686c2
Added flag to suppress D3D11 warnings about missing render target views when drawing multiple render targets.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
ba2744f
Added Renderer11 methods to set a one-time render target, and unapply render target state.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
1a4e09a
Added support for HALF_FLOAT vertex attributes.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
ee2a86a
Modified the default value used in the vertex widen rule so that it is specified as a template argument.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
dcf33d5
Advertise ES3 renderable in available configs
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
f3c5249
Updates EGL headers
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
5494373
Adds ES3 functions to .def file for export
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
bcde56f
Added support for line continuations.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
a28864c
Pixel shaders support MRT output.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
aa8b5cf
Shader and Compiler track uses of gl_FragCoord and gl_FragData and MRT extension usage.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
e266c83
BuiltInResources initialized with MRT limits from renderer.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
18b4c4b
Store the BuildInResources in the Compiler class so the draw buffer data can be read during shader output.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
dae2409
Add support for multiple render targets in glClear.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
bc373e5
Added DRAW_BUFFERx_EXT support to getIntegerv and related functions.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
4059a38
Add and implement glDrawBuffersEXT entry point to libGLESv2.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
00e3f0c
Refactor Renderer11::getRenderTargetResource to accept a gl::Renderbuffer instead of a gl::Framebuffer.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
f4fe710
Enable multiple render targets in Renderer11::applyRenderTarget.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
9622477
Add helper functions to safely release Windows COM resources, and arrays of COM resources.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
3b5ca78
Rename renderbufferObject to colorbuffer in Renderer11::applyRenderTarget.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
812c3f1
Safely promote uninitialized constants.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
ac1fc75
Don't assume unary operations on constants will be folded into a constant.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
6df256c
Ignore constants that have not been initialized.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
c0d0c22
Provide safer and more convenient constant union accessors.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
a817175
Added stubs for all the new ES3 entry points with events and an error check to verify that the context is an ES3 context.
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
5f33933
Updated gl2.h and gl2ext.h.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
daea4b4
eglCreateContext passes the client version to the context. gl::Context stores the client version to validate gl function parameters.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
89ae113
Remove the old single-color-attachment calls from gl::Framebuffer, preferring the new multiple-attachment versions.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
f30ccc2
Add multiple color buffer attachments points to gl::Framebuffer.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
3b57b4f
Add const qualifiers to several methods in gl::Framebuffer.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
9790c47
Allow the application to query the maximum number of color attachment point values with GetIntegerv.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
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
d24fcd7
Add necessary defines and function prototypes for EXT_draw_buffers and multiple color attachment points to gl2ext.h
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
fc84e0a
Bump ANGLE_SH_VERSION to 110.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
331192d
Enabled FRAGMENT_PRECISION_HIGH unconditionally for ANGLE.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
cbb6b6a
Added preprocessor support for GL_FRAGMENT_PRECISION_HIGH.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
d2d198e
Fixed compile error for preprocessor tests.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
b5b3c7d
Fixes infinite recursion in QueryX::getResult due to similarly named base class accessor.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
ee8d3c8
Make position the first vertex output varying on DX9 again to work around an NVIDIA driver issue.
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
ce4d25f
Creating branch for ES3 prototype
by shannon.woods%transgaming.com@gtempaccount.com
· 11 years ago
25b5f1d
Fix warning as error in Renderer.cpp.
by apatrick@chromium.org
· 11 years ago
4e4b196
Fix build_angle.gypi so libGLESv2 and libEGL can find precompiled.h.
by apatrick@chromium.org
· 11 years ago
78c669d
Update build revision
by shannon.woods@transgaming.com
· 11 years ago
06e0df0
Fixed plain integer pointers being passed to ShGetInfo which expects size_t pointers.
by shannon.woods@transgaming.com
· 11 years ago
0efef90
Updated the error handling of compressed image sizes based on the ANGLE_texture_compression_dxt spec.
by shannon.woods@transgaming.com
· 11 years ago
f548ff2
Fixed a bug where the texture would not be marked as dirty if mLodOffset was not zero.
by shannon.woods@transgaming.com
· 11 years ago
5016f8e
Removed lod level subtraction since TextureStorage::levelCount already subtracts the lod level.
by shannon.woods@transgaming.com
· 11 years ago
81ae58a
Image11 now generates multiple mip levels in its staging texture if a lod offset is required. TextureStorage11::updateSubresourceLevel now takes a subresource index on the source texture and copies to the correct subresource if mLodOffset is non-zero.
by shannon.woods@transgaming.com
· 11 years ago
cabb17c
Made Image11::getStagingTexture private and removed the undefined Image11::updateStagingTexture method.
by shannon.woods@transgaming.com
· 11 years ago
c22e360
Fixed a bug where the wrong number of mip levels would be generated if levels was zero and the lod offset was non-zero.
by shannon.woods@transgaming.com
· 11 years ago
2507278
Added a utility function to determine if a dxgi format is compressed.
by shannon.woods@transgaming.com
· 11 years ago
8675865
Convert(Min/Max)Lod now takes into account the lod offset so that it always falls within the min and max.
by shannon.woods@transgaming.com
· 11 years ago
a3ac01c
Updates ANGLE_depth_texture to reflect proposed changes in requirements for g and b channels.
by shannon.woods@transgaming.com
· 11 years ago
fff89b3
Build fix for qt-wk2 Review URL: https://codereview.appspot.com/7381049
by shannon.woods@transgaming.com
· 11 years ago
8e02e35
Fix ANGLE patching/building issues.
by shannon.woods@transgaming.com
· 11 years ago
eb68fd0
This pulls in mvujovic's build fix in WebKit ANGLE.
by shannon.woods@transgaming.com
· 11 years ago
550cd09
Add support for extension EXT_draw_buffers.
by shannon.woods@transgaming.com
· 11 years ago
18bd2ec
Fix signed / unsigned warning in ParseHelper.cpp.
by shannon.woods@transgaming.com
· 11 years ago
6b04e1b
Fixed one remaining 64-bit truncation issue missed in the last CL.
by shannon.woods@transgaming.com
· 11 years ago
d64b3da
Fixed 64-bit integer truncation issues in shader translator.
by shannon.woods@transgaming.com
· 11 years ago
45886d6
Fix a 64-bit error in ProgramBinary::load
by shannon.woods@transgaming.com
· 11 years ago
d25a6b3
Check that the incoming type to a default precision qualifier statement is valid.
by shannon.woods@transgaming.com
· 11 years ago
8306589
Revert the change to treat S_PRESENT_MODE_CHANGED always as device lost on D3D9.
by shannon.woods@transgaming.com
· 11 years ago
e16e651
Place each info log message on a new line.
by shannon.woods@transgaming.com
· 11 years ago
a09c70f
Provide an error message when uniform linking fails.
by shannon.woods@transgaming.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
cf103f3
Implemented Renderer11::getDepthTextureSupport.
by shannon.woods@transgaming.com
· 11 years ago
42832a6
Scale the vertex coordinates when the viewport has been clamped.
by shannon.woods@transgaming.com
· 11 years ago
38e8788
Fixed a bug where a static buffer could sometimes be used if it had not had data written to it.
by shannon.woods@transgaming.com
· 11 years ago
d89f194
Fix ViewDimension for texture cube SRVs to always be specified as a texture cube.
by shannon.woods@transgaming.com
· 11 years ago
888d0c4
Revert changes to markAllStateDirty that cleared D3D11 shader resources.
by shannon.woods@transgaming.com
· 11 years ago
236be77
Disable two D3D11 warnings that would sometimes spam the output log for certain WebGL content.
by shannon.woods@transgaming.com
· 11 years ago
047dc62
Only allow direct vertex buffers binding with attribute with 4 byte aligned offsets.
by shannon.woods@transgaming.com
· 11 years ago
0693fc3
Fix D3D11 errors from specifying the order of FragCoord, PointCoord, etc different between GS and PS.
by shannon.woods@transgaming.com
· 11 years ago
157c655
Ensure nested ternary operator unfolding uses a new scope to avoid redefinition of the same temporary variable.
by shannon.woods@transgaming.com
· 11 years ago
10aadb2
Only retrieve the precision of integer and floating-point types.
by shannon.woods@transgaming.com
· 11 years ago
d438fd4
Use ArraySize to determine size of static arrays.
by shannon.woods@transgaming.com
· 11 years ago
e1602ae
Fall back to drawing indexed points without indices in d3d9.
by shannon.woods@transgaming.com
· 11 years ago
d5a91b9
Validate matching uniform precisions.
by shannon.woods@transgaming.com
· 11 years ago
fe3c0ef
Store the precision of uniforms.
by shannon.woods@transgaming.com
· 11 years ago
be211b3
Clamp the depth passed from glClearDepthf to (0,1) in Renderer11::clear.
by shannon.woods@transgaming.com
· 11 years ago
bdf2d80
Add precompiled header support for the libGLESv2 project.
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
0d94d1f
Add a new header for some constants from Context.h.
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
cb4cc5a
Clear all applied texture resources in Renderer11::markAllStateDirty.
by shannon.woods@transgaming.com
· 11 years ago
276337c
Pass through the PSIZE semantic all the way to the fragment shader in D3D11, fixing a register error.
by shannon.woods@transgaming.com
· 11 years ago
0a71ecf
Fix the D3D11 errors being produced about using wrong input layout register signatures.
by shannon.woods@transgaming.com
· 11 years ago
0b60014
Sort the elements of the D3D11 input layouts before we store them in the cache.
by shannon.woods@transgaming.com
· 11 years ago
4f4215f
Make some getter functions in ProgramBinary const.
by shannon.woods@transgaming.com
· 11 years ago
771ca2a
Fix regression in point sprite geometry shader scaling.
by shannon.woods@transgaming.com
· 11 years ago
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
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