Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 35cd7332 | 2018-12-02 12:03:33 | Refactor test shader style. This change enforces a lot more consistency. We pass const char * to the Compile functions instead of std::string. Also fixes the indentation of C++11 block comments to be more consistent. Bug: angleproject:2995 Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78 Reviewed-on: https://chromium-review.googlesource.com/c/1357103 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> | ||
| b980c563 | 2018-11-27 11:34:27 | 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> | ||
| 5804dc8e | 2018-04-13 14:11:46 | Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> | ||
| 0690e1aa | 2017-12-21 20:51:38 | Add a workaround to clamp gl_FragDepth NVIDIA OpenGL drivers at least up to version 388.59 don't clamp gl_FragDepth when it is written to a floating point depth buffer. This bug is now worked around by clamping gl_FragDepth in the shader if it is statically used. BUG=angleproject:2299 TEST=angle_end2end_tests on NVIDIA Change-Id: I61589b2b0dd2813c4901a157c8d37e470063773c Reviewed-on: https://chromium-review.googlesource.com/840842 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> | ||
| 4a66ef3d | 2018-01-05 05:01:27 | Add a test for gl_FragDepth clamping with float depth The clamping doesn't happen on NVIDIA so this is a test that will confirm a follow-up compiler workaround patch works properly. BUG=angleproject:2299 Change-Id: I006b522d014e29d2a5e634dfb9cf827ee3bc0536 Reviewed-on: https://chromium-review.googlesource.com/852252 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> | ||
| 50fcf744 | 2016-04-11 13:57:32 | Add a test for gl_VertexID BUG=angleproject:1217 BUG=587781 Change-Id: I2fd20c686863c1409228717606977a3c4e1cd7fa Reviewed-on: https://chromium-review.googlesource.com/338180 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> |