src/libANGLE/renderer/Workarounds.h


Log

Author Commit Date CI Message
Kenneth Russell 62342590 2015-06-18T17:29:52 Revert "Add workaround for flushing before readPixels." This reverts commit 46c13a15fa90130eca14301a4ef6deed12315037. Seems to have introduced significant flakiness on the Windows AMD FYI bot. Reverting while investigating. Change-Id: I9cfdb09a4a0d792a0c5db76c8b0b9d3285c0695a Reviewed-on: https://chromium-review.googlesource.com/280365 Tested-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
Kenneth Russell 46c13a15 2015-06-17T16:33:50 Add workaround for flushing before readPixels. This has been found necessary on the D3D11 backend on AMD GPUs, and on the D3D9 backend on all GPUs. Tested an earlier version of this patch overnight on one of the affected Windows AMD bots; it eliminated the flakiness observed on one of the WebGL conformance tests. BUG=491419 Change-Id: I668493eb5ec109b5e0650c154dc97b786e0745bd Reviewed-on: https://chromium-review.googlesource.com/278265 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Kenneth Russell <kbr@chromium.org>
Jamie Madill f0d10f89 2015-03-31T12:56:52 Replace non-copyable macro with a helper class. This class provides a simpler scheme for blocking default copy and assignment operators. It also reduces the amount of code needed since it's inherited to child classes. This also fixes the conflict between our macro and the same-named macro in Chromium code. BUG=angleproject:956 Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f Reviewed-on: https://chromium-review.googlesource.com/263257 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
Arun Patole 44efa0b8 2015-03-04T17:11:05 Conditionally enable IEEE strictness for isnan() ANGLE's ESSL3 built-in function isnan() implementation just uses HLSL intrinsic function isnan(). For HLSL intrinsic function isnan() to work properly, IEEE strictness needs to be enabled for D3D compiler. This change detects use of isnan() in shaders and passes compiler flag D3DCOMPILE_IEEE_STRICTNESS whenever isnan is used in shaders. This change also moves existing workarounds in D3DWorkaroundType to D3DCompilerWorkarounds. BUG=angle:927 TEST= dEQP tests dEQP-GLES3.functional.shaders.builtin_functions.common.isnan.* Change-Id: I1ce5b1a7a825fdd720a37dc9aeb71320e55162d9 Reviewed-on: https://chromium-review.googlesource.com/255834 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7147f01a 2015-03-05T15:41:40 Cleanups to FramebufferD3D. With the new shared state structure, we can eliminate a lot of the state tracking within the FramebufferD3D implementation. BUG=angleproject:930 Change-Id: I0953e321bae3afe7cde7b73c55af62546665c890 Reviewed-on: https://chromium-review.googlesource.com/254101 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Cooper Partin e6664f06 2015-01-09T16:22:24 Added PointSprites Support for renderers that do not support Geometry Shaders Change-Id: Iae9ac5f8fbba68dba5e49ccda7bb7eebb05c8e9a Reviewed-on: https://chromium-review.googlesource.com/240450 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross 215b37a6 2014-12-22T12:56:07 Work around zero-LOD mipmap issue on D3D11 Feature Level 9_3 In OpenGL ES, it is possible to sample from level 0 of a mipmapped texture by setting GL_TEXTURE_MIN_FILTER to GL_NEAREST. This is possible in D3D9 and D3D11 Feature Level 10_0+ via various methods. It's not possible in D3D11 Feature Level 9_3, though. This change works around this restriction by creating two copies of each texture on 9_3. The textures are identical, except one has mipmaps and one doesn't. The D3D11 renderer figures out which texture to use at the right time, and keeps the textures in sync with each other as necessary. Note: each texture is only created when it's needed. It's possible that only one (or even neither) D3D texture will be created for a given GL texture. Change-Id: I3c17137b4f63b9158b3abf067ad8e5d5c49d2191 Reviewed-on: https://chromium-review.googlesource.com/234522 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 0a73dd85 2014-11-19T16:18:08 Fix include guards. BUG=angle:733 Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced Reviewed-on: https://chromium-review.googlesource.com/230831 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2b5420c0 2014-11-19T14:20:15 Merge libGLESv2 and libEGL classes into libANGLE. BUG=angle:733 Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df Reviewed-on: https://chromium-review.googlesource.com/230830 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>