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a53ab517
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2014-03-17T09:47:44
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Fix linking of struct varyings.
The dEQP varying struct linkage tests were triggering
asserts when we tried to query component info of struct types.
BUG=angle:580
Change-Id: I61e33573c5577a327c58fec7a07ae7718690ac42
Reviewed-on: https://chromium-review.googlesource.com/189194
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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3b7e205c
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2014-03-17T09:47:43
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Fix matrix input attributes and formats.
We can't assume we have a simple mapping between input attribs
and shader attribs. The app specifies matrix input attribs as
several vector inputs, while the shader uses a single matrix type.
BUG=angle:576
Change-Id: I4e3cdde4a14a5f06b86052dfe0325113cbe8e599
Reviewed-on: https://chromium-review.googlesource.com/189193
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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8664b063
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2014-02-14T16:41:29
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Add logic for dynamic converstion of int to float vertex data.
We can use the format tables and input layout to determine when we need
to generate conversion code in the vertex shader.
BUG=angle:560
Change-Id: Ib64fb16823bf78ed6432fba283b0d24bcb673a76
Reviewed-on: https://chromium-review.googlesource.com/185195
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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c5ede1a7
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2014-02-14T16:41:27
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Add logic for inserting vertex conversion code in HLSL.
The patch refactors the vertex input HLSL to allow for dynamic
conversion in the future. Using a placehold keyword, the code
replaces that stub with the vertex input conversion logic.
BUG=angle:560
Change-Id: I100c50cb4decd45b0f0c10d7c2c22583368b773e
Reviewed-on: https://chromium-review.googlesource.com/185194
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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5f562735
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2014-02-14T16:41:24
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Moved all HLSL-related code from ProgramBinary to DynamicHLSL.
DynamicHLSL encapsulates all HLSL generation we need outside the
the shader translator, such as for linking between input and output
stages and point sprite geometry shaders.
BUG=angle:560
Change-Id: Ib5079aa102000a7c37b166bcbe26b09cc82f8932
Reviewed-on: https://chromium-review.googlesource.com/185191
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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