|
ec6de4ec
|
2014-10-20T10:59:56
|
|
Fix TextureD3D::setData for depth-stencil textures.
D3D11 requires us to NULL the update region parameter when updating
depth stencil textures. For these textures, we can't always use the
subdata workaround, so disable it entirely for these textures.
BUG=angle:729
BUG=365078
Change-Id: I44258dd1b8937b1aebcb3a73de835698805537e0
Reviewed-on: https://chromium-review.googlesource.com/222911
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
1a965480
|
2014-09-22T18:00:32
|
|
Vertex management functions can take a State reference instead of pointers to attrib data.
BUG=angle:685
Change-Id: I0bfc26c53eb1358a023ac5d4ec20be06f9c90f4a
Reviewed-on: https://chromium-review.googlesource.com/219352
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Shannon Woods <shannonwoods@chromium.org>
|
|
0b7eef7c
|
2014-06-12T14:10:47
|
|
Removed common_includes.h reordered includes.
Since we are not using precompiled headers anymore, remove common_includes.h
so that fewer files are included in cpp files.
Reordered includes to be in the following order:
1) Local ANGLE project headers, ordered by directory in descending depth
2) GL headers
3) STL headers
This helps enforce the include-what-you-use principal by reducing the
number of STL headers unexpectedly shared between files.
This include order conflicts with some of the Google c++ style guide
which states that STL includes should be first but this helps us catch
more issues.
Change-Id: I8f7785f4ad574e253dd3c7b4fb1e54d3ce3b99fc
Reviewed-on: https://chromium-review.googlesource.com/214850
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
ea24759f
|
2014-08-28T10:37:08
|
|
Remove remnants of old PCH code.
Remove the precompiled.cpp file which was producing a build warning,
and rename the header to make it clear we no longer support PCH.
BUG=angle:
Change-Id: I944081ae477b1478ca9c18924fb02bb920d420a7
Reviewed-on: https://chromium-review.googlesource.com/214187
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
a328d569
|
2014-07-01T13:52:40
|
|
Removed sampler state getters and setters from gl::Texture
BUG=angle:688
Change-Id: I3f203e4d10059c12a0c00e967ad6c7d3b3a18074
Reviewed-on: https://chromium-review.googlesource.com/206335
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
|
|
5bf98290
|
2014-06-06T17:19:38
|
|
Refactoring VertexArrays
BUG=angle:676
Change-Id: If17b05ab667d79adcaacfbd1811ed92c0ce47fff
Reviewed-on: https://chromium-review.googlesource.com/203294
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
76b258f8
|
2014-04-03T10:59:42
|
|
Rename getBaseTexture to getResource, and refactor swizzleRequired.
BUG=angle:596
Change-Id: I72d8796172c5db57ddeb86bbc6c08cbb2ec125f1
Reviewed-on: https://chromium-review.googlesource.com/193230
Tested-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
3078d0f7
|
2014-02-04T16:04:06
|
|
Add VertexFormat internal struct to represent vertex inputs.
A VertexFormat is similar to a simplified VertexAttribute, without
extra unncessary data. VertexFormats will be useful for GPU vertex
conversions with dynamic shader compilation.
Change-Id: I4e60e0a12d5f081fb52d95c8977c43d481b33bff
Reviewed-on: https://chromium-review.googlesource.com/184398
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
125deab6
|
2013-08-09T13:34:16
|
|
Moved the clipping of blit rectangles to bounds or scissors into the Renderers since rounding to integers can cause errors when stretching in ES3.
TRAC #23650
Author: Geoff Lang
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
|