src/libANGLE/renderer/d3d/d3d11/TransformFeedback11.cpp


Log

Author Commit Date CI Message
Jamie Madill 33510107 2017-09-20T10:39:18 Pass gl::Context to more Buffer methods. This will allow us to pull out the Renderer from the Context in more places in Buffer11, for state update. Impacts a few method calls in a few places. BUG=angleproject:2151 Change-Id: I1360caea65a94d3de4cd9f52d1b74b10439b02b3 Reviewed-on: https://chromium-review.googlesource.com/673136 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill c9fed8dd 2017-09-12T15:23:00 D3D11: Move TF state management to StateManager11. This also changes the dirty TF object to use a Serial, which is more secure for very edge-care reallocation issues. It also moves the StateManager11::updateState call to be the very first thing that happens in a draw call. This prepares the back-end for making the state sync actually happen in Context11::syncState, instead of inside the draw call. Also moves a bit more TF management code out of RendererD3D and Renderer9. BUG=angleproject:2052 Change-Id: I93d033a07be2049023111975a31637c53893e8c8 Reviewed-on: https://chromium-review.googlesource.com/659229 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 4928b7ca 2017-06-20T12:57:39 Proliferate gl::Context everywhere. This gives the D3D back-end access to the GL state almost anywhere. This uses the onDestroy hook for Textures to push errors up from destructors, although they still don't quite make it to the Context. There are places, such as in EGL object (Context/Surface) destruction, where we end up calling through to GL implementation internals without having access to a gl::Context. We handle this via a proxy Context to a Display, basically a null context, that has access to impl-side state like the Renderer pointer if necessary. It does not have access to the normal GL state. Also Pass gl::Context to RefCountObject::release(). Since we're using destroy() methods now, we should not ever call the destructor directly. BUG=angleproject:1156 Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259 Reviewed-on: https://chromium-review.googlesource.com/529707 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 93a540fc 2017-06-05T14:26:47 D3D11: Reset the TF binding offsets when glBeginTransformFeedback is called. BUG=angleproject:2051 Change-Id: I09e8548ef76b7d824743d06b0bba21633bc40a24 Reviewed-on: https://chromium-review.googlesource.com/523671 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Geoff Lang 1e0ea4f5 2016-07-22T13:07:24 Add a workaround for NVIDIA drivers with repeated transform feedback. BUG=angleproject:1298 Change-Id: Ibfbad8eb8ec824e377d8c1746a6691d6b689f498 Reviewed-on: https://chromium-review.googlesource.com/362601 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 73bd218e 2016-07-15T13:01:24 Support virtualized contexts and transform feedback in Renderer11. Track buffer offets in the transform feedback object and dirty them when a buffer is bound. This fixes problems when a buffer is rebound at the same offset and maintains tracking between context switches. BUG=angleproject:1447 BUG=angleproject:1298 Change-Id: I2f890e3ad5edacab47f624a95a502615c86cc0c8 Reviewed-on: https://chromium-review.googlesource.com/360910 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>