1. f6863e0 Implement multiple render target support in glBlitFramebufferANGLE. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  2. 1d64b62 Refactor Renderer11::blit to use simpler control flow. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  3. 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
  4. 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
  5. dcf33d5 Advertise ES3 renderable in available configs by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  6. dae2409 Add support for multiple render targets in glClear. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  7. 4059a38 Add and implement glDrawBuffersEXT entry point to libGLESv2. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  8. 00e3f0c Refactor Renderer11::getRenderTargetResource to accept a gl::Renderbuffer instead of a gl::Framebuffer. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  9. f4fe710 Enable multiple render targets in Renderer11::applyRenderTarget. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  10. 3b5ca78 Rename renderbufferObject to colorbuffer in Renderer11::applyRenderTarget. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  11. 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
  12. f30ccc2 Add multiple color buffer attachments points to gl::Framebuffer. by shannon.woods%transgaming.com@gtempaccount.com · 11 years ago
  13. 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
  14. cf103f3 Implemented Renderer11::getDepthTextureSupport. by shannon.woods@transgaming.com · 11 years ago
  15. 888d0c4 Revert changes to markAllStateDirty that cleared D3D11 shader resources. by shannon.woods@transgaming.com · 11 years ago
  16. 236be77 Disable two D3D11 warnings that would sometimes spam the output log for certain WebGL content. by shannon.woods@transgaming.com · 11 years ago
  17. d438fd4 Use ArraySize to determine size of static arrays. by shannon.woods@transgaming.com · 11 years ago
  18. be211b3 Clamp the depth passed from glClearDepthf to (0,1) in Renderer11::clear. by shannon.woods@transgaming.com · 11 years ago
  19. bdf2d80 Add precompiled header support for the libGLESv2 project. by shannon.woods@transgaming.com · 11 years ago
  20. 486d9e9 Remove a lot of unnecessary include files and break include chains. by shannon.woods@transgaming.com · 11 years ago
  21. cb4cc5a Clear all applied texture resources in Renderer11::markAllStateDirty. by shannon.woods@transgaming.com · 11 years ago
  22. d8136cb Validate the number of uniform vectors. by shannon.woods@transgaming.com · 11 years ago
  23. d3d4208 Use optimization level 0 for D3D11. by shannon.woods@transgaming.com · 11 years ago
  24. 2c53e47 Clear the Geometry Shader state in Renderer11::maskedClear. by shannon.woods@transgaming.com · 11 years ago
  25. 50ea993 Fixed the alpha blend mask not being initialized for masked clears. by shannon.woods@transgaming.com · 11 years ago
  26. 09f326b Implemented Renderer11:getDXT1/3/5TextureSupport. by shannon.woods@transgaming.com · 11 years ago
  27. 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
  28. cfdfd46 Fix the y offset of Renderer11::copytexture to correct the inverted output image. by shannon.woods@transgaming.com · 11 years ago
  29. 09bf2a7 Use Map/Unmap instead of UpdateSubResource for uniforms. by shannon.woods@transgaming.com · 11 years ago
  30. 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
  31. 13979a6 Optimized applying DX11 uniforms with memcpy. by shannon.woods@transgaming.com · 11 years ago
  32. cd714ef Store boolean uniforms as 32-bit integers. by shannon.woods@transgaming.com · 11 years ago
  33. a14ecf3 Eliminate unused DX11 driver uniforms. by shannon.woods@transgaming.com · 11 years ago
  34. 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
  35. 8d2f086 Only advertise postSubBuffer extension if we can actually present less than the whole buffer. by shannon.woods@transgaming.com · 11 years ago
  36. 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
  37. 8c6d9df Ensure we do not try to create a swapchain with dimensions smaller than 1x1. by shannon.woods@transgaming.com · 11 years ago
  38. a1229a3 Index data manager uses direct buffers for indices if possible. by shannon.woods@transgaming.com · 11 years ago
  39. 7665541 gl::Buffer now uses an rx::BufferStorage to store the data. by shannon.woods@transgaming.com · 11 years ago
  40. 4e52b63 Added a BufferStorage creation method to renderer. by shannon.woods@transgaming.com · 11 years ago
  41. 9cdced6 Implemented Renderer11::getFloat*TextureSupport. by shannon.woods@transgaming.com · 11 years ago
  42. 43ccf3f Fix a regression with point sprites where the geometry shader state was not properly updated. by shannon.woods@transgaming.com · 11 years ago
  43. 8ce2f8f Implement larger bounds for viewports and scissor rectangles in D3D11. by shannon.woods@transgaming.com · 11 years ago
  44. 1abd797 Enable anisotropic filtering support on the D3D11 path. by shannon.woods@transgaming.com · 11 years ago
  45. 291266b Implemented Renderer11::getLuminance*TextureSupport by shannon.woods@transgaming.com · 11 years ago
  46. 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
  47. 1e1deda Implemented Renderer11::blitRect for render targets. by shannon.woods@transgaming.com · 11 years ago
  48. 7e23285 Added a texture object to RenderTarget11. by shannon.woods@transgaming.com · 11 years ago
  49. d67f9ce Added a helper Renderer11::resolveMultisampledTexture method. by shannon.woods@transgaming.com · 11 years ago
  50. c25537e Fixed a rounding bug in copyTexture and removed a redundant parameter blend state setting. by shannon.woods@transgaming.com · 11 years ago
  51. 88fbd0f Added a Renderer11::getNearestSupportedSamples method. by shannon.woods@transgaming.com · 11 years ago
  52. df2fd57 Implemented Renderer11::getMaxSupportedSamples. by shannon.woods@transgaming.com · 11 years ago
  53. 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
  54. 779aa26 Enclose error(GLint) and error(EGLint) into gl and egl namespaces. by shannon.woods@transgaming.com · 11 years ago
  55. eb049e2 Move the call to notify device lost to the Renderer. by shannon.woods@transgaming.com · 11 years ago
  56. 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
  57. 43db795 Use the D3D11 adapter LUID for our adapter identifier check in ProgramBinary. by shannon.woods@transgaming.com · 11 years ago
  58. eec5c63 Add support for more depth buffer formats in our EGLConfigs. by shannon.woods@transgaming.com · 11 years ago
  59. 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
  60. be58aa0 Created Fence11. by shannon.woods@transgaming.com · 11 years ago
  61. 8b7606a Created Query11. by shannon.woods@transgaming.com · 11 years ago
  62. cfe787e Added a fence creation method to Renderer. by shannon.woods@transgaming.com · 11 years ago
  63. 50df6c5 Added query creation methods to Renderer. by shannon.woods@transgaming.com · 11 years ago
  64. 09fd945 Add support for derivative instructions in D3D11. by shannon.woods@transgaming.com · 11 years ago
  65. bdf787f Implemented Renderer11::sync. by daniel@transgaming.com · 12 years ago
  66. fe32464 Fix D3D11 instancing support check to test against the current feature level. by daniel@transgaming.com · 12 years ago
  67. 8b400b1 Do not use dynamic_cast if RTTI is disabled. by apatrick@chromium.org · 12 years ago
  68. 0b236e2 Removed the programBinary argument from Renderer::setViewport. by shannon.woods@transgaming.com · 12 years ago
  69. 03951cf Implemented D3D11 non-pow2 texture support. by shannon.woods@transgaming.com · 12 years ago
  70. 00032cb Implement instancing support in D3D11. by shannon.woods@transgaming.com · 12 years ago
  71. 3e773bb Implement gl_PointSize point sprite emulation using D3D11 geometry shaders. by shannon.woods@transgaming.com · 12 years ago
  72. 69ff776 Add a new internal enum for shader type, instead of re-using GL enums. by shannon.woods@transgaming.com · 12 years ago
  73. 76cd88c Avoid calling getContext() for resource limits. by shannon.woods@transgaming.com · 12 years ago
  74. 28d268e Increase the varying register count to what the feature level supports. by shannon.woods@transgaming.com · 12 years ago
  75. 4e48204 Increase DX11 uniform count to 1024. by shannon.woods@transgaming.com · 12 years ago
  76. 254317d Retrieve the maximum uniform register count from the renderer. by shannon.woods@transgaming.com · 12 years ago
  77. c60c521 Implemented D3D11 offscreen texture share handle support. by shannon.woods@transgaming.com · 12 years ago
  78. bec04bf Implement proper BGRA extension support on D3D11. by shannon.woods@transgaming.com · 12 years ago
  79. 21ba647 Only update a constant buffer when any of its uniforms are dirty. by shannon.woods@transgaming.com · 12 years ago
  80. 5929ef2 Reuse the constant buffers of the shader executable. by shannon.woods@transgaming.com · 12 years ago
  81. 358e88d Add constant buffers to ShaderExecutable11. by shannon.woods@transgaming.com · 12 years ago
  82. 5fb979d Use a single set of constant buffers for the driver uniforms. by shannon.woods@transgaming.com · 12 years ago
  83. 46a5b87 Store DX11 driver uniforms in a separate constant buffer. by shannon.woods@transgaming.com · 12 years ago
  84. 2b132f4 Implements generateMipmap for CPU-side textures by shannon.woods@transgaming.com · 12 years ago
  85. fdeacb8 Adds a function to get the texture resource of a framebuffer's color render target. by shannon.woods@transgaming.com · 12 years ago
  86. 34f507c Implemented masked clearing in Renderer11. by shannon.woods@transgaming.com · 12 years ago
  87. 81c5ef9 Reordered the logic of Renderer11::clear to determine earlier if a masked clear is required. by shannon.woods@transgaming.com · 12 years ago
  88. 233fe95 Added support for vertex texure fetch in DX11 mode. by shannon.woods@transgaming.com · 12 years ago
  89. 9d971ff Implemented Renderer11::copyImage. by shannon.woods@transgaming.com · 12 years ago
  90. 664916b Renderer::copyImage now uses the ANGLE rectangle structure instead of the windows one. by shannon.woods@transgaming.com · 12 years ago
  91. 183408d RenderTarget11 now stores a shader resource. by shannon.woods@transgaming.com · 12 years ago
  92. 4d03645 Remove all possible libEGL includes from libGLESv2 by daniel@transgaming.com · 12 years ago
  93. ed36abd Move dirty DX constant tracking from Context to the Renderers. by daniel@transgaming.com · 12 years ago
  94. ca1ac1f Add D3D version and shader models to renderer string reported by GetString. by daniel@transgaming.com · 12 years ago
  95. 4fd1f98 Implemented DX11 GL_TRIANGLE_FAN emulation, using a scratch index buffer. by daniel@transgaming.com · 12 years ago
  96. 7629bb6 Disable GL_OES_standard_derivatives when ps_2_x or later is not available. by daniel@transgaming.com · 12 years ago
  97. e33c8bf Moved applied texture and sampler caching from Context into the Renderers. by daniel@transgaming.com · 12 years ago
  98. d5df4e8 D3D11 device context clears and flushes the state to release internal references before destruction. by daniel@transgaming.com · 12 years ago
  99. 1ef0967 Completed D3D11 line loop rendering. by daniel@transgaming.com · 12 years ago
  100. 2eb7ab7 Renderer11::readPixels queries the RenderTarget11 for the correct subresource to read from. by daniel@transgaming.com · 12 years ago