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9567b0c5
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2019-01-14T13:45:58
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Clear VAO dirty bits in NULL back-end.
This is the back-end responsibility now.
Bug: chromium:921338
Change-Id: I6181210a80ec7d635382df74d842d8a899ad2894
Reviewed-on: https://chromium-review.googlesource.com/c/1409405
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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b980c563
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2018-11-27T11:34:27
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Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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4928b7ca
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2017-06-20T12:57:39
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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>
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d08f3b3d
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2016-09-23T15:56:30
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Add stubs for a NULL renderer.
BUG=angleproject:1468
Change-Id: I2ed2b65a4b6f6ea3dda61c0467aef95e407cd38c
Reviewed-on: https://chromium-review.googlesource.com/388844
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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