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55d611e7
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2014-10-24T16:28:14
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Fix ASSERT failure in XFB test.
With the invariant handling changes, we're also exporting gl_Position
and other builtin variables from the translator where we were not
previously. This was causing an assert in the XFB code, where we
would inadvertently assign a register to gl_Position, and trip up
logic further in the varying handling logic.
BUG=angle:808
Change-Id: I674902da75c572e969f9516033a85c7a7170d7d1
Reviewed-on: https://chromium-review.googlesource.com/225261
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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af875527
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2014-08-25T21:06:07
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Improve D3D11 varying packing when there are more varyings than registers.
BUG=angle:738
Change-Id: I0599840fc79d571230acf26105d512322bcffdcd
Reviewed-on: https://chromium-review.googlesource.com/214108
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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5ac5ae86
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2014-09-09T10:14:17
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Move assertion into if-block.
Since the loop always goes up to MAX_VERTEX_ATTRIBS, the ASSERTION may be
triggered even though no more attributes are enabled.
BUG=angle:740
Change-Id: I2bb30d7e9f426ae1a0b8250e65c1fd02107973ac
Reviewed-on: https://chromium-review.googlesource.com/217027
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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f6be8d7c
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2014-09-05T10:38:07
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Fix typo in "PixelShaderOuputVariable".
Change-Id: I2b223c9b80faa3ff2a0f94bd52ca73edf3d67cf7
Reviewed-on: https://chromium-review.googlesource.com/216273
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3f2e61de
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2014-09-05T10:38:05
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Enable MRT pixel shader rewriting.
Writing to all 8 pixel outputs was causing performance problems on
Intel and AMD. Enabling Geoff's work to rewrite our pixel shaders
solves the regression.
This patch also includes a workaround to the nVidia driver bug
where it would ignore NULL RT values in OMSetRenderTargets, by
compacting the RT list to skip NULL values.
BUG=angle:705
BUG=365078
Change-Id: Ia68af6f0ccd5f10c484d6f76297a0bec694948f0
Reviewed-on: https://chromium-review.googlesource.com/214852
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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54ad4f81
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2014-09-03T09:40:46
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Use the CollectVariables path on the HLSL translator.
This approach consolidates our two methods, and lets us reuse the
same code for both methods of variable collection.
BUG=angle:466
Change-Id: Ie92f76ff0b6d0d0dbfd211a234d0ab86290fa798
Reviewed-on: https://chromium-review.googlesource.com/213504
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
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2ad1dc48
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2014-09-03T09:40:45
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Compact the D3D shader specializations into one.
BUG=angle:731
Change-Id: I4f35a05aeea130f9011ec62cfe931ed23e2681c9
Reviewed-on: https://chromium-review.googlesource.com/214871
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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d15250e6
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2014-09-03T09:40:44
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Move shader variables into the base impl.
These variable types apply across shader types. Either we'll want a
way to cache them after we query them, or we'll do a pre-parse pass
similar to our current Chromium GLSL to GLSL pre-pass where we store
the variables in ANGLE. In either case, they're shared across GL
implementations so make sense as queries from gl::Shader.
BUG=angle:731
Change-Id: I23f5541423abb4af87a2bc2fc1e9f4047fd2ff90
Reviewed-on: https://chromium-review.googlesource.com/214870
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3a61c321
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2014-07-10T13:01:54
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Add caps for the aggregate shader limits from table 6.33.
BUG=angle:658
Change-Id: I59d0cd131114fcb925f01d83d218a657f4498a2a
Reviewed-on: https://chromium-review.googlesource.com/207375
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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0b7eef7c
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2014-06-12T14:10:47
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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>
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d8d72434
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2014-08-22T15:11:23
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Moved DynamicHLSL into renderer/d3d
Obviously D3D-only class is obvious. :)
BUG=angle:731
Change-Id: Ide54e76a8b9bacb9b6834e2cb0a801140eecfe46
Reviewed-on: https://chromium-review.googlesource.com/213862
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
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