src/libGLESv2


Log

Author Commit Date CI Message
daniel@transgaming.com 87891f74 2011-06-01T15:28:35 Remove path from D3DCompiler warning messages Issue=162 Trac #16209 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@662 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 4f9ef0d6 2011-05-30T23:51:19 Implemented OES_texture_npot support. TRAC #16871 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@661 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 18b7b5b5 2011-05-17T18:34:18 Improve robustness of Context::finish and flush Trac #16690 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@652 736b8ea6-26fd-11df-bfd4-992fa37f6226
jbauman@chromium.org f1f28c80 2011-05-12T20:53:34 Use SSE2 to swizzle RGBA to BGRA Using SSE2 can drastically reduce the amount of time it takes to do glTexImage2D. I've also added a plain-C path that's much faster than the one that was there before. BUG=151 TEST= Review URL: http://codereview.appspot.com/4465052 git-svn-id: https://angleproject.googlecode.com/svn/trunk@649 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org b1092bf3 2011-05-11T19:52:39 Fix gl_FragCoord. Landing patch from this Chromium issue: http://code.google.com/p/chromium/issues/detail?id=82166 Review URL: http://codereview.appspot.com/4528055 git-svn-id: https://angleproject.googlecode.com/svn/trunk@647 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com dfd57020 2011-05-11T15:37:25 Fix compilation warnings. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@645 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 9ba680a7 2011-05-11T15:37:11 Comment some (vertex) texture lookup functionality. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@643 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com f494c9ca 2011-05-11T15:37:05 Validate the sampler uniform against the number of (combined) texture image units. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@642 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 424bb49d 2011-05-11T15:36:59 Validate shaders so they don't exceed the texture unit counts. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@641 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 3f74c7a7 2011-05-11T15:36:51 Correct the sizes of the (combined) texture unit arrays for VTF. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@640 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com d4a35179 2011-05-11T15:36:45 Apply vertex textures and sampler states to the D3D9 device. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@639 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 0e64dd6d 2011-05-11T15:36:37 Rename SamplerType to TextureType (refactoring). Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@638 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com af29cac9 2011-05-11T15:36:31 Report the VTF texture unit limits. Issue=95 TRAC #16568 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@637 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 317887f2 2011-05-11T15:26:12 Fix depth test state management. TRAC #16655 Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@634 736b8ea6-26fd-11df-bfd4-992fa37f6226
benvanik@google.com 07792e54 2011-05-05T19:38:32 Fix for issue 150 - HandleAllocator asserts on framebuffer 0 release Issue=150 Signed-off-by: apatrick git-svn-id: https://angleproject.googlecode.com/svn/trunk@633 736b8ea6-26fd-11df-bfd4-992fa37f6226
jbauman@chromium.org e2f954cd 2011-05-03T20:45:27 Validate cube texsubimage based on current face Apps can load cube faces in an arbitrary order, so validating texsubimage based on the format of only the first face won't work. BUG=149 TEST= Review URL: http://codereview.appspot.com/4445085 git-svn-id: https://angleproject.googlecode.com/svn/trunk@629 736b8ea6-26fd-11df-bfd4-992fa37f6226
jbauman@chromium.org 399c35f9 2011-04-28T23:19:51 Don't constantly recreate index buffers. Recreating index buffers for closing loops can take a long time, so use a streaming index buffer instead. BUG= TEST= Review URL: http://codereview.appspot.com/4438080 git-svn-id: https://angleproject.googlecode.com/svn/trunk@625 736b8ea6-26fd-11df-bfd4-992fa37f6226
benvanik@google.com a9d0b768 2011-04-28T20:11:54 Updating resource types on Context (Framebuffers and Fences) to use hash_map, as done to other types in r615. Issue=148 Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@624 736b8ea6-26fd-11df-bfd4-992fa37f6226
benvanik@google.com 1a23334f 2011-04-28T19:44:39 Unifying resource handle allocation code with an allocator optimized for O(1) allocs/releases. Issue=143 Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@623 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com aa614605 2011-04-28T16:20:58 Handle null pointer produced by vertex buffer lock Issue=120 TRAC #16558 Signed-off-by: Daniel Koch Author: Nicolas Capens (original patch by Jacob Benoit) git-svn-id: https://angleproject.googlecode.com/svn/trunk@622 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com eef864ad 2011-04-22T11:33:27 Use StretchRect to speed up simple blits. Fixed copy position transformation. TRAC #16494 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@618 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 78624ca0 2011-04-22T04:17:57 Heuristically optimize buffer usage. TRAC #16343 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@616 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 733ba93b 2011-04-14T15:03:48 Use a hash map for faster resource lookups. TRAC #14871 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@615 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 72b9e18c 2011-04-13T14:58:33 Optimized prepareVertexData and protect against NULL pointers. TRAC #14871 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@614 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 09c2c1ac 2011-04-13T14:57:16 Move the vertex declaration cache to a helper class. TRAC #14871 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@613 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com baa7451e 2011-04-13T14:56:47 Eliminate lookupAttributeMapping. TRAC #14871 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@612 736b8ea6-26fd-11df-bfd4-992fa37f6226
jbauman@chromium.org 2cec2f3a 2011-04-06T18:59:51 Profiling shows that creating and destroying vertex declarations is extremely expensive, so we can keep a 16-element cache around to speed that up. BUG= TEST=JSGameBench Review URL: http://codereview.appspot.com/4358051 git-svn-id: https://angleproject.googlecode.com/svn/trunk@609 736b8ea6-26fd-11df-bfd4-992fa37f6226
jbauman@chromium.org ae345807 2011-03-30T22:04:25 Add support for eglBindTexImage and eglReleaseTexImage With this patch we can bind pbuffers as textures. Once we add support for using a sharing handle to create a pbuffer we can use this to allow us to use it as a texture as well. BUG=129 TEST=modified Simple_Texture2D works Review URL: http://codereview.appspot.com/4291066/ git-svn-id: https://angleproject.googlecode.com/svn/trunk@604 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com b627699f 2011-03-29T00:58:18 Use D3DX to copy between renderable texture surfaces. TRAC #16118 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@598 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 549bdefe 2011-03-29T00:57:01 Retrieve the D3D texture format per image. TRAC #16118 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@597 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com d976b584 2011-03-29T00:56:20 Consistently use the virtual keyword on virtual overloaded methods. TRAC #16118 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@596 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com db7cd0b2 2011-03-29T00:55:31 Fix Visual C++ linking in stand-alone project TRAC #16118 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@595 736b8ea6-26fd-11df-bfd4-992fa37f6226
zmo@google.com 2a5645f7 2011-03-24T21:36:51 Fix a typo in r592. (I developped on Windows and typed in on Mac and submit). BUG=135 TEST=build fine TBR=kbr@chromium.org Review URL: http://codereview.appspot.com/4285066 git-svn-id: https://angleproject.googlecode.com/svn/trunk@593 736b8ea6-26fd-11df-bfd4-992fa37f6226
zmo@google.com 53d73e04 2011-03-24T21:27:57 glGetProgramiv(GL_ACTIVE_UNIFORM_MAX_LENGTH) should count an extra 3 if uniform is an array because "[0]" is appended. BUG=135 TEST=the attached htm in the bug runs ok Review URL: http://codereview.appspot.com/4287077 git-svn-id: https://angleproject.googlecode.com/svn/trunk@592 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 8ea5afef 2011-03-23T20:44:36 Switched to D3D10 shader compiler. I figured out how to call in to D3DCompiler_xx.dll and still get the ID3DXConstantTable metadata used by ANGLE. There are more optimization levels available with this compiler and the lowest level (0) allows MetaTunnel and MandelBox to compile their shaders quickly. MetaTunnel still does not render correctly unfortunately. I benchmarked eight of the ShaderToy demos and did not notice any performance regression on an nVidia Quadro FX 380. Intel might be adversely affected. I built ANGLE against D3DCompiler_43.dll, while Chrome still ships with 42. I'm not sure if that will make a difference but I'll rev Chrome soon. I also checked WebGL Aquarium and ran the WebGL conformance tests. This will also let me roll r590 into Chromium. It turns out the ForceSymbolReferences setting I added to the libGLESv2 target caused the linker to sometimes crash when making changes and the changes between r577 and r590 consistently lead to a crash. libGLESv2 now has a hard dependency on D3DCompiler_xx.dll via the call in Program.cpp and this seems to not make the linker crash. Review URL: http://codereview.appspot.com/4275063 git-svn-id: https://angleproject.googlecode.com/svn/trunk@591 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com a06aa870 2011-03-21T17:22:21 Track dirty texture parameters and images separately. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@590 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com a9eb5dac 2011-03-21T16:39:16 Track texture serials instead of id's. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@589 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 38e76e53 2011-03-21T16:39:10 Keep track of applied textures and dirty state to minimize D3D calls. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@588 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 51887316 2011-03-21T16:39:03 Fix checking for floating-point render target texture support. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@587 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com f4e36037 2011-03-21T16:38:59 Copy texture data of incomplete textures to the image arrays. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@586 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 94a4f03f 2011-03-21T16:38:55 Retrieve current texture properties from the image array to avoid D3D call. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@585 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 6120820e 2011-03-21T16:38:50 Retrieve texture width, height and type from the top-level image. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@584 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com b5a3a6b6 2011-03-21T16:38:46 Texture image refactoring. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@583 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com c50edcb2 2011-03-21T16:38:40 Remove redundant dirtyImageData() check. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@582 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 0bd22bc9 2011-03-21T16:38:26 Check image type in texture completeness test. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@581 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 8a0a2db7 2011-03-21T16:38:20 InternalFormat and format are the same. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@580 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com aed1832d 2011-03-21T16:38:13 Fix dirty texture state management. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@579 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 68076a07 2011-03-21T16:38:09 Eliminate the weak base texture pointer. TRAC #15703 Issue=86 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@578 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 831fe2af 2011-03-17T18:44:29 Fixed framebuffer-object-attachment WebGL conformance test. We updated it with WebGL conformance test r14153 to exercise zero-size FBO attachments, which failed with ANGLE. The new conformance test passes with OpenGL and Mesa. See this Chromium bug: http://code.google.com/p/chromium/issues/detail?id=75666 D3D fails if you try to create a zero size depth buffer but OpenGL ES2 allows it. D3D / drivers seem to sometimes crash rather than fail normally, though this might just be because some users have enabled the D3D debug runtime and break on error and we're getting the reports. It was also returning unexpected results when calling GetRenderbufferParameter for parameters that do not apply to a particular buffer. For example, RED_SIZE for a zero sized depth buffer should be 0. Tested by running WebGL conformance test with retail D3D runtime (passes) and debug D3D runtime (passes and does not assert in D3D or ANGLE). Review URL: http://codereview.appspot.com/4284053 git-svn-id: https://angleproject.googlecode.com/svn/trunk@577 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 8fd34bd6 2011-02-18T02:52:14 Move geometry files. TRAC #15649 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@564 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 11dd5dda 2011-02-11T13:28:14 Fix varying packing. TRAC #15550 Issue=111 Fix by Ranger Harke Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@561 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 97750022 2011-02-11T13:23:13 Fix varying relinking. TRAC #15527 Issue=100 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@560 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 1615be20 2011-02-09T16:30:06 Fix anti-aliased clears. TRAC #15445 Issue=82 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@556 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com d2fd4f2a 2011-02-01T18:49:11 Fix FBO/Texture/renderbuffer class hierarchy issues TRAC #14744 Issue=51/52 Delegated format queries to RenderbufferStorage. Eliminated TextureColorbufferProxy by merging it into Colorbuffer. Abstracted texture colorbuffer queries. Moved some conversion functions to the right namespace. Fixed line-endings in Texture.cpp Signed-off-by: Daniel Koch Author: Nicolas Capens <nicolas@transgaming.com> git-svn-id: https://angleproject.googlecode.com/svn/trunk@553 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 9f300b0f 2011-01-31T20:36:48 Fixed commitRect so it correctly flips the source rectangle and dest point on Y. Review URL: http://codereview.appspot.com/4047050 git-svn-id: https://angleproject.googlecode.com/svn/trunk@551 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 0f4cefe9 2011-01-26T19:30:57 Map D3D calls and HLSL shaders back to GLES2 calls and GLSL ES shaders in PIX. This makes debugging and profiling using PIX a lot more convenient. The top level of events are the GLES calls with their arguments. Those can be expanded to see the D3D calls that were issued for a particular GLES call. When PIX is attached, the shaders are saved out to temporary files and referenced from the translated HLSL shaders via #line directives. This enabled source level debugging of the original GLSL from PIX for pixel and vertex shaders. The HLSL is also saved to a temporary file so that intrinsic functions like texture2D can be stepped into. It also avoids creating a text file in the current working directory, which has continued to be an issue. I made the dependency on d3d9.dll static again so it can be accessed by GetModuleHandle witihin DllMain. I added an EVENT macro that issues D3DPERF_BeginEvent and D3DPERF_EndEvent around a C++ block. I replaced TRACE with EVENT for all the entry points. I removed the tracing of shader source since the source is visible in PIX. The means by which the filename of the temporary shader file is passed into the shader compiler is a little clunky. I did it that way to avoid changing the function signatures and breaking folks using the translator. I plan to make the compiler respect #pragma optimize so that optimization can be disabled for debugging purposes. For now it just disables shader optimization in debug builds of ANGLE. Review URL: http://codereview.appspot.com/3945043 git-svn-id: https://angleproject.googlecode.com/svn/trunk@541 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com a0ce7e61 2011-01-25T14:47:16 Added version info resources. TRAC #15181 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@539 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org da4d0494 2011-01-22T00:16:10 Fixed gl_PointCoord Y coordinate. I forgot to flip (or rather unflip) the Y coord in r536. Tested particle system sample and ran conformance tests. All conformance tests passed. Review URL: http://codereview.appspot.com/4093043 git-svn-id: https://angleproject.googlecode.com/svn/trunk@537 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org b31f532d 2011-01-19T19:02:52 All surfaces follow D3D Y convention, i.e. (0, 0) is "top-left" rather than GL's "bottom-left". This eliminates the need to flip the default FBO to the D3D convention using additional blits when presenting and reduces VRAM usage for redundant window sized surfaces. I took out the gl_Position.y flip from the vertex shader so FBOs are rendered according to D3D conventions. Texture lookups are flipped on Y to compensate. Cube map +Y and -Y faces are swapped. Y is now flipped in various other places, including uploading and reading back texture data from / to system memory, functions that take pixel space coordinates, winding order for culling, the implementation of ddy, the calculation of gl_Position and gl_FragCoord in fragment shaders and the flipping of compressed texture tiles. Review URL: http://codereview.appspot.com/3265041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@536 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 1fe96c9a 2011-01-14T15:08:44 add glRenderbufferStorageMultisampleANGLE support to glGetProcAddress Trac #15095 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@533 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 3aba7337 2011-01-14T15:08:35 BlitFramebuf: reuse local size variables Trac #15095 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@532 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com ddcd7378 2011-01-08T05:46:33 Re-implemented line loop support. TRAC #14870 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@530 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com ee04e455 2011-01-08T05:46:27 Create dynamic buffers in the default pool. TRAC #14889 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@529 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 5ee2ad08 2011-01-08T05:46:20 Optimized non-static usage of static buffers. Validate buffer pointers. TRAC #14889 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@528 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 37b141e2 2011-01-08T05:46:13 Create buffers in the managed pool on Windows XP. TRAC #14888 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@527 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 83921386 2011-01-08T05:46:00 rewrite buffers implementation to support static buffers more efficiently Bug=89 Trac #13565 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@526 736b8ea6-26fd-11df-bfd4-992fa37f6226
baustin@google.com ad5df071 2011-01-06T21:07:46 Fix for loading L/LA images into a native (8/16-bit) D3D surface. Review URL: http://codereview.appspot.com/3805044 git-svn-id: https://angleproject.googlecode.com/svn/trunk@523 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 17767ceb 2010-12-17T15:57:41 Implemented copying from A1R5G5B5 to L8 and A8L8. Fixed the copying range. TRAC #14885 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@515 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com a41e6e3a 2010-12-15T15:45:30 Fix support for arrays of sampler uniforms. TRAC #14840 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@510 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com eea70793 2010-12-15T15:44:59 Fix querying active attributes. TRAC #14849 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@509 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 41b2fbdd 2010-12-13T18:27:12 Fix support for arrays of samplers. TRAC #14840 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@507 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 7ea933f5 2010-12-12T08:52:42 Fix potential sscanf overflows in Shader.cpp Issue=76 Contributed by ddefrostt git-svn-id: https://angleproject.googlecode.com/svn/trunk@500 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 458da14d 2010-11-28T02:03:02 Increase the number of fragment uniform vectors. TRAC #14504 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@497 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 265f4507 2010-11-28T02:02:58 Increase the number of vertex uniform vectors. TRAC #14504 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@496 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 3175496d 2010-11-28T02:02:52 Implement gl_DepthRange using a single uniform vector. TRAC #14504 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@495 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com ce9952c5 2010-11-28T02:02:47 Increase the number of supported vertex attributes. TRAC #14504 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@494 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 396c643d 2010-11-26T16:26:12 Increase the number of varying vectors to 10 on Shader Model 3.0 devices. TRAC #14503 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@492 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 9d1c9b4b 2010-11-23T22:05:41 glGenerateMipmap now does not force textures to become render targets. For textures that are not already render targets, use the CPU to filter them and mark them as dirty. I tested it by modifying the "mip_map_2d" demo to call glGenerateMipmap instead of generating the mipmaps itself. I also used the debugger to force it to take the render target path and verified that it still worked. We've been having problems with the display being reset when video memory pressure is heavy with one of our demos. This patch made a noticable improvement on Vista but I don't think it will necessarily help on XP. Review URL: http://codereview.appspot.com/3262041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@490 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com a5a8a0ad 2010-11-19T14:55:32 Fix active texture handling. TRAC #14429 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@488 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com ce864420 2010-11-18T13:16:49 Add an array index to arrays of structures. TRAC #13625 This patch ensures that (member variables of) arrays of structures are listed separately by glGetActiveUniforms(). Their location can also be retrieved individually with glGetUniformLocation() using the array operator. Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@487 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 996675c6 2010-11-17T13:06:29 Fixed skipping over internal uniforms in getActiveUniform. TRAC #14390 Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@483 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 9c857952 2010-11-16T18:27:58 Made GL_RGB textures map to D3DFMT_X8R8G8B8. I suspect there is a subtle reason why this is the wrong thing to do. The issue I am trying to address is glBlitFramebufferANGLE generating an error when bliting from a GL_RGB8_OES renderbuffer to a GL_RGB texture bound to the read framebuffer and draw framebuffer respectively. It verifies that both surfaces have the same underlying D3DFMT but GL_RGB8_OES renderbuffers are backed by X8R8G8B8 and GL_RGB textures were previously backed by A8R8G8B8. Since textures cannot as far as I know be created GL_RGB8_OES, it would be useful to have a way to blit from a GL_RGB8_OES renderbuffer to a GL_RGB texture. Review URL: http://codereview.appspot.com/2822041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@481 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org f99fbb77 2010-11-16T01:57:05 Check that IDirect3DVertexBuffer9 and IDirect3DIndexBuffer9::Lock succeed. I've been seeing crashes like this on Windows XP: 0x013319aa [libglesv2.dll - memcpy.asm:188] memcpy 0x0130989a [libglesv2.dll - vertexdatamanager.cpp:164] gl::VertexDataManager::preRenderValidate(int,int,gl::TranslatedAttribute *) 0x01304f66 [libglesv2.dll - context.cpp:1996] gl::Context::applyVertexBuffer(unsigned int,int,int,bool *,gl::TranslatedIndexData *) 0x013061a7 [libglesv2.dll - context.cpp:2648] gl::Context::drawArrays(unsigned int,int,int) 0x012f7721 [libglesv2.dll - libglesv2.cpp:1741] glDrawArrays 0x01c54f1e [chrome.dll - gles2_cmd_decoder.cc:3179] gpu::gles2::GLES2DecoderImpl::DoDrawArrays(unsigned int,int,int) 0x01c59122 [chrome.dll - gles2_cmd_decoder_autogen.h:640] gpu::gles2::GLES2DecoderImpl::HandleDrawArrays(unsigned int,gpu::gles2::DrawArrays const &) Review URL: http://codereview.appspot.com/3043042 git-svn-id: https://angleproject.googlecode.com/svn/trunk@480 736b8ea6-26fd-11df-bfd4-992fa37f6226
kbr@chromium.org 72d58c4c 2010-11-05T22:55:28 Fixed gl_FragCoord emulation for point sprites of size > 1 using VPOS semantic for x and y coordinates rather than previous per-vertex emulation when running on Shader Model 3. Verified fix in Chromium with test case from bug. BUG=http://code.google.com/p/angleproject/issues/detail?id=71 TEST=test case from bug TBR=nicolas (LGTM'd by dgkoch) Review URL: http://codereview.appspot.com/2921041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@473 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 74d760bc 2010-11-03T12:27:18 Preserve the scissor and viewport rectangles on swap and blit TRAC #14054 The SetRenderTarget calls used in Blit::boxFilter() and Surface::swap() implicitly reset the scissor and viewport rectangles. So we need to ensure that the original rectangles get captured, and restored afterwards (the Context only keeps track of explicitly changed state). Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@472 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 9d7fc1db 2010-10-27T15:49:42 Add missing break statements to Context::getBooleanv Trac #14114 Reported in Bug=69 Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@467 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com fe5141ea 2010-10-18T12:18:12 Support copying R5G6B5 to L8. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@463 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com dd438af8 2010-10-18T12:18:06 Removed an unnecessary call. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@462 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 4c5142c6 2010-10-15T17:58:27 Implemented glCopyTex[Sub]Image for non-renderable formats. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@461 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 73a5db67 2010-10-15T17:58:13 Initialize renderbuffer variables. Make serials constant. Removed X1R5G5B5 support. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@460 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 3f85fbbc 2010-10-15T17:58:05 Validate glCopyTex[Sub]Image source and destination format combinations. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@459 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com edc19189 2010-10-15T17:57:55 Validate framebuffer attachment formats. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@458 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com b6b2e677 2010-10-15T17:57:47 Disallow rendering to L/LA textures. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@457 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 11cb68cb 2010-10-15T17:57:40 Create and load L/LA textures. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@456 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com ed828e5b 2010-10-15T17:57:30 Detect L8 and A8L8 texture support. TRAC #13792 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@455 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com 5d752f29 2010-10-07T13:37:20 Add proper detection for maximum texture and renderbuffer size Trac #13849 Increased the maximum possible texture & renderbuffer size to 16384 (the minimum required for DX11 cards). Limit the actual maximum texture & renderbuffer size to the maximum that it reported by the underlying D3D9 device. Note that creating textures and renderbuffers at the maximum size will quickly exhaust video memory! Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@447 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org b2bdd06c 2010-10-05T02:24:30 Fixed NULL dereference in glClear. 6 crashes on Windows XP 1 crash on Windows 7 This was Canary 7.0.530.0 using ANGLE r429. 0x011f523b [libGLESv2.dll - context.cpp:2412] gl::Context::clear(unsigned int) 0x011e5f41 [libGLESv2.dll - libglesv2.cpp:611] glClear 0x020c400d [chrome.dll - gl_context.cc:33] gfx::GLContext::InitializeCommon() 0x020bb757 [chrome.dll - gl_context_egl.cc:138] gfx::NativeViewEGLContext::Initialize() 0x020b8946 [chrome.dll - gl_context_win.cc:502] gfx::GLContext::CreateViewGLContext(HWND__ *,bool) 0x01c4f6f8 [chrome.dll - gpu_processor_win.cc:35] gpu::GPUProcessor::Initialize(HWND__ *,gfx::Size const &,gpu::GPUProcessor *,unsigned int) 0x01d6e669 [chrome.dll - gpu_command_buffer_stub.cc:88] GpuCommandBufferStub::OnInitialize(int,void * *) It's crashing upon creation of the GL context, possibly the first context. Device lost would possibly explain the XP crashes. The Windows 7 box might have run out of video memory. I also checked another couple of NULL dereference crashes. Review URL: http://codereview.appspot.com/2197046 git-svn-id: https://angleproject.googlecode.com/svn/trunk@444 736b8ea6-26fd-11df-bfd4-992fa37f6226
alokp@chromium.org 4888ceb6 2010-10-01T21:13:12 Made the API of shader translator library consistent. - We recently started using OpenGL-type enums. This CL makes all old enums consistent with the new scheme. - Renamed TBuiltInResource to ShBuiltInResources to have a consistent prefix BUG=46 Review URL: http://codereview.appspot.com/2328041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@443 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com e979ead8 2010-09-23T18:03:14 Restore line endings Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@438 736b8ea6-26fd-11df-bfd4-992fa37f6226
daniel@transgaming.com d3958d73 2010-09-22T17:13:54 Ensure that a surface is present before writing to it TRAC #13595 This fixes a bug where glTexSubImage is called on a mipmapped texture before calling glTexImage. Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@434 736b8ea6-26fd-11df-bfd4-992fa37f6226