Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| c1d4e550 | 2017-08-21 12:01:10 | D3D11: Select view in vertex shader View selection can happen in the vertex shader through the optional feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee Reviewed-on: https://chromium-review.googlesource.com/628419 Commit-Queue: Martin Radev <mradev@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 331f6dbd | 2017-04-13 13:57:59 | Tighten workaround on unary minus for Intel D3D drivers This driver bug has been fixed in 20.19.15.4624. BUG=chromium:644033 Change-Id: I6f621d7c4d4b823da29255f869af84097f4f7c2c Reviewed-on: https://chromium-review.googlesource.com/476118 Reviewed-by: Yunchao He <yunchao.he@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> | ||
| 4af4951f | 2016-12-26 13:12:22 | Tighten the workaround for B5G6R5 on Intel drivers This driver bug has been fixed in 20.19.15.4539. BUG=chromium:644610 TEST=dEQP-GLES3.functional.fbo.blit.default_framebuffer.rgb565* Change-Id: I37556304ed4f70771fb88b792c01b6be5b3aa294 Reviewed-on: https://chromium-review.googlesource.com/424103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| f165f0b4 | 2016-12-20 15:53:11 | Tighten the workarounds on isnan for Intel drivers This driver bug has been fixed in 21.20.16.4542. BUG=chromium:650547 Change-Id: I2a5c7c01bf48d854bd6c4c6a380e57617e00529a Reviewed-on: https://chromium-review.googlesource.com/422992 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> | ||
| 408293f8 | 2016-12-20 10:11:45 | D3D11: Fix stale SRVs with tiny depth textures. When the tiny depth texture would get re-created on change, it was not freeing any cached SRVs which were pointing to the old tex. Fix this by erasing the cache entry if the texure is recreated. Also include a test which hooks into the workarounds to force testing on every platform. Also narrow the workaround to only apply to depth/stencil textures which use these mips in GL, rather than D3D, where we always create a full mip chain. BUG=angleproject:1664 Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4 Reviewed-on: https://chromium-review.googlesource.com/421567 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> |