|
b66a9097
|
2016-05-16T15:59:14
|
|
Add support for OES_EGL_image_external and OES_EGL_image_external_essl3.
BUG=angleproject:1372
Change-Id: I8489e7fd0ab409b0775041ad5e9fbf0aab53886d
Reviewed-on: https://chromium-review.googlesource.com/344734
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
2b4ce80c
|
2016-04-28T13:34:50
|
|
Implement GL_CHROMIUM_sync_query for D3D9 and D3D11.
BUG=angleproject:1366
Change-Id: Iadde61968f45b969c76578a6dd9116a25d63fb4b
Reviewed-on: https://chromium-review.googlesource.com/341230
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
bda75597
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
Reviewed-on: https://chromium-review.googlesource.com/341254
Reviewed-by: Ian Ewell <ewell@google.com>
|
|
9670b03e
|
2016-04-29T09:47:47
|
|
Revert "Finish NV12 support via streams."
Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h
This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc.
Change-Id: I6e54305eba02b40927a35577594df39e951adb32
Reviewed-on: https://chromium-review.googlesource.com/341430
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
9b8b359f
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
|
|
d860552f
|
2016-04-13T10:19:12
|
|
Implement support for CHROMIUM_bind_uniform_location.
BUG=angleproject:1353
Change-Id: Ia219ff973de0de2f8e112c276b3ab6319f7d3884
Reviewed-on: https://chromium-review.googlesource.com/334252
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
52b09c2f
|
2016-04-11T14:12:31
|
|
Re-re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
Re-re-land with a fix for using XFB with deleted buffers.
BUG=angleproject:1327
Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158
Reviewed-on: https://chromium-review.googlesource.com/338003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
53a36004
|
2016-04-08T19:03:18
|
|
Revert "Re-land "D3D11: Implement dirty bits for VertexArray11."""
Seems to make the following dEQP test flaky:
dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback
doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate.
BUG=angleproject:1327
This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f.
Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208
Reviewed-on: https://chromium-review.googlesource.com/337961
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3477f3a6
|
2016-03-29T17:15:29
|
|
Re-land "D3D11: Implement dirty bits for VertexArray11.""
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
Re-land with a fix for the start vertex offset.
BUG=angleproject:1327
Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9
Reviewed-on: https://chromium-review.googlesource.com/334225
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
1a4523f3
|
2016-03-18T15:33:55
|
|
Avoid copying of texture format info structures
Use const pointers to the statically allocated structures instead of
copying them in TextureStorage11. This avoids the cost of copying and
saves a little bit of memory.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: Ib59fddd68ba9bc53e491d55683416c0661f26e0e
Reviewed-on: https://chromium-review.googlesource.com/333930
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
00f394ec
|
2016-03-16T12:09:11
|
|
Revert Dirty bits for VertexArray11
This is a combination of two reverts:
Revert "D3D11: Remove unused mRenderer from VertexArray11."
Revert "D3D11: Implement dirty bits for VertexArray11."
Reverting only the first commit would trigger warnings on the Windows
clang bot.
BUG=594509
BUG=angleproject:1327
This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4.
This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9.
Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7
Reviewed-on: https://chromium-review.googlesource.com/332989
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
7d8585b8
|
2016-03-09T15:53:12
|
|
D3D11: Implement dirty bits for VertexArray11.
Translated attributes are now stored in the VertexArray11 in a cache,
and only updated when dirty bits change. Currently dynamic attributes
must be re-translated every call, so these are stored in a list and
processed repeatedly.
This skips doing a lot of the VertexDataManager work for vertex
attributes that don't change between draw calls.
Current value attributes, which correspond to disabled attributes that
the program will pulls vertex data from, are owned by the Context, so
these need to be handled outside of the VertexArray11.
Further changes will be necessary to reduce the redundant work we do in
the InputLayoutCache. We shouldn't need to re-check the cache if
nothing relevant changed.
This give about a 23% performance improvement on the draw call
benchmark on my machine.
BUG=angleproject:1327
Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b
Reviewed-on: https://chromium-review.googlesource.com/330173
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
114d129d
|
2016-02-26T12:33:00
|
|
D3D11: Get color read function from ANGLE format
This is done to make it possible to change some of the DXGI formats
of integer textures without affecting their color read function
associations.
The packPixels function gets the ANGLE format from the texture helper,
which now requires the ANGLE format to be passed in at the time of
creation.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.fbo.* (no regressions),
dEQP-GLES3.functional.pbo.* (all pass)
Change-Id: I368337cfe5f8c86ff3292009ccf29e9d01409a07
Reviewed-on: https://chromium-review.googlesource.com/329213
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f434906c
|
2016-02-22T14:53:26
|
|
Group D3D11 DXGI format info under a struct
This patch refactors how DXGI format info is stored. The goal is to
make it easier to make changes that affect both swizzle formats and
regular texture formats, and make it easier to pass the format sets
around.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: I1cc220bccbbdde9200a41829fdc37c8ec123c6a1
Reviewed-on: https://chromium-review.googlesource.com/329072
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
6151af8c
|
2016-02-19T15:22:07
|
|
Remove renderFormat from TextureFormat structure
The renderFormat is only ever needed in renderer11_utils when
determining which multisample sample counts a format supports.
Determine the renderFormat in the context where it is needed instead
of storing it in the TextureFormat structure. Extra fallbacks can
also be removed from the code.
The D3D11FormatTablesTest is restructured so that it doesn't need to
use the renderFormat field.
This refactoring is done to make it simpler to expand usage of the
ANGLE format enumeration in the C++ code.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.fbo.* (no regressions)
Change-Id: I980152eb2f3fdaaa1cc5b08e3c9b695c1625e9e5
Reviewed-on: https://chromium-review.googlesource.com/328680
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8a854d68
|
2016-02-17T11:54:04
|
|
Replace GetDXGIFormatInfo with a GetDXGIFormatSizeInfo where possible
It's not always clear which format should be passed to GetDXGIFormatInfo,
since a resource is associated with multiple formats. In some cases, one
of the formats is typeless and one of them is typed, which would return
different type information depending on which one is used. In some cases,
one of the formats may even be a depth format while another is not.
GetDXGIFormatSizeInfo will return correct data no matter which format
associated with a certain resource is passed to it.
Remaining uses of GetDXGIFormatInfo will need to be addressed separately,
either making sure that they always use the format that makes sense in a
given context, or plumbing in the required information in some other way.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: If3cb03ab68d27743b1fdeb539234ec621dfa3c04
Reviewed-on: https://chromium-review.googlesource.com/328230
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
618bebcd
|
2016-01-15T16:40:00
|
|
Pass texture base level to shaders on D3D11
The base level is passed to shaders in an array included in the driver
uniform block. This is done on feature levels above 9_3, which treat
samplers as indices to sampler arrays in shaders.
A separate uniform block couldn't be used for the sampler metadata,
since that would bring the number of available uniform blocks down to
below minimum level defined by GLES 3.0.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: Ie040521402f9996d51a978aeeba9222e9dd761ce
Reviewed-on: https://chromium-review.googlesource.com/326290
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
1eabcf41
|
2016-02-02T13:54:00
|
|
Replace '> >' with '>>'
BUG=angleproject:1308
Change-Id: I00bd2ea939b633817662205eb7879efb7f99965f
Reviewed-on: https://chromium-review.googlesource.com/326400
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
2a63b3f8
|
2016-02-08T12:29:08
|
|
Re-land "Implement EGL_experimental_present_path_angle"
- Re-land with clang fix.
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: I56b339897828753a616d7bae837a2f354dba9c63
Reviewed-on: https://chromium-review.googlesource.com/326730
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
d1c46228
|
2016-02-08T14:51:18
|
|
Revert "Implement EGL_experimental_present_path_angle"
Compile failure on Clang/Win:
The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 --
"..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo
/showIncludes /FC
@obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp
/c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp
/Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj
/Fdobj\gpu\angle_end2end_tests.cc.pdb
In file included from
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7:
In file included from
..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13:
..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of
integers of different signs: 'const int' and 'const unsigned int'
[-Werror,-Wsign-compare]
if (expected == actual) {
~~~~~~~~ ^ ~~~~~~
..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of
function template specialization 'testing::internal::CmpHelperEQ<int, unsigned
int>' requested here
return CmpHelperEQ(expected_expression, actual_expression, expected,
^
..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) :
note: in instantiation of function template specialization
'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here
ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch);
^
..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro
'ASSERT_EQ'
# define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2)
^
..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro
'GTEST_ASSERT_EQ'
EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \
^
BUG=angleproject:1219
This reverts commit 6b3c1db5170450bbc4946d8f18ba0d8619da43a0.
Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6
Reviewed-on: https://chromium-review.googlesource.com/326680
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
f04f6671
|
2016-02-03T10:50:16
|
|
Add support for timer queries in D3D11
Timer queries without context virtualization are now supported in the
Direct3D11 backend. Only the elapsed time portion of the GL extension is
supported though due to limitations of D3D11 preventing a reliable
implementation of the timestamp functionality. As a result of this, the
counter bits for the timestamp is set to 0 and any queries of the
timestamp will always return 0.
BUG=angleproject:657
Change-Id: I51ca1a1a6bd6bc13155cebeacdca414b764db168
Reviewed-on: https://chromium-review.googlesource.com/325780
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6b3c1db5
|
2015-12-18T14:01:46
|
|
Implement EGL_experimental_present_path_angle
This allows ANGLE to render directly onto a D3D swapchain in the correct
orientation when using the D3D11 renderer.
The trick is to add an extra uniform to each shader which takes either
the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
value to -1.0. When rendering to the default framebuffer, ANGLE sets
this value to +1.0. ANGLE multiplies vertex positions by this value in
the VS to invert rendering when appropriate. It also corrects other
state (e.g. viewport/scissor rect) and shader built-in values
(e.g. gl_FragCoord).
This saves a substantial amount of GPU time and lowers power
consumption. For example, the old method (where ANGLE renders all
content onto an offscreen texture, and then copies/inverts this onto the
swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
on a Lumia 630.
Verification:
+ dEQP GL ES2 tests pass when "present path fast" is enabled
+ all ANGLE_end2end_tests pass when "present path fast" is enabled
BUG=angleproject:1219
Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c
Reviewed-on: https://chromium-review.googlesource.com/321360
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
e3939b98
|
2015-12-01T15:36:51
|
|
D3D11: Transcode ETC1 to BC1.
Adds a new extension to allow transcode ETC formats to suitable BC formats.
This commit implements ETC1 to BC1. More formats will be supported soon.
BUG=angleproject:1285
Change-Id: Iacbfbc2248dfe1aebf24b92696249a9404e331cd
Reviewed-on: https://chromium-review.googlesource.com/316511
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
00140f4a
|
2016-02-03T18:47:33
|
|
Revert "Pass texture base level to shaders on D3D11"
This reverts commit 3026829e155bd89b5ca5b7b7c5267699b9192557.
Change-Id: I0b4c3f5b1453b993b149423bb1ce407f4918cf54
Reviewed-on: https://chromium-review.googlesource.com/325435
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
3026829e
|
2016-01-15T16:40:00
|
|
Pass texture base level to shaders on D3D11
The base level is passed to shaders in a uniform block created
specifically for passing sampler metadata. This is done on feature levels
above 9_3, which treat samplers as indices to sampler arrays in shaders.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I846f2fc195ab1fd884052824ffd3c1d65083c0fb
Reviewed-on: https://chromium-review.googlesource.com/322122
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e2509a39
|
2016-02-01T14:09:05
|
|
D3D11: Fix basic ReadPixels from 3D attachments.
Use the TextureHelper class to abstractly handle 2D and 3d textures.
Also refactor the Image11 copy methods to be a bit cleaner and not
use the copy conversion path when unnecessary.
This patch does not yet fix layer attachments - the fix for that will
come up in a subsequent patch.
BUG=angleproject:1290
Change-Id: If8b7aa8848ca4260e0dde690e7a99e115a97fabb
Reviewed-on: https://chromium-review.googlesource.com/323442
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3ffd78bc
|
2016-01-22T16:09:42
|
|
Add initial support for EXT_disjoint_timer_query.
Basic timer queries are supported and tested in the OpenGL backend
but are not enabled by default. A good portion of the existing query
code was also refactored for improved validation - specifically for
validating that the appropriate extensions are available.
BUG=angleproject:1265
Change-Id: Iebae994cd7a8d3ed3e9fc3776fe2f3d99caa9237
Reviewed-on: https://chromium-review.googlesource.com/323450
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Ian Ewell <ewell@google.com>
Tested-by: Ian Ewell <ewell@google.com>
|
|
c1069a08
|
2016-01-22T15:27:20
|
|
D3D11: Add a TextureHelper class to wrap 2D+3D reads.
In some cases in our code we had hard-coded ID3D11Texture2D, where
the code should handle 2D and 3D textures. This happens in ReadPixels,
where we have to handle 3D textures when the user binds a layer of a
3D textures with FramebufferTextureLayer.
This is a refactoring patch only, which makes the error cleaner.
Tests and the bug fix to come in a follow-up patch.
BUG=angleproject:1290
Change-Id: Ie1c293dead4d5b6b4dd6ce24ba2a9146619b141d
Reviewed-on: https://chromium-review.googlesource.com/322680
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
d544cc9f
|
2016-01-11T15:26:42
|
|
Fail any ANGLE test if it outputs D3D11 SDK message in debug mode
Also:
- Disable some Feature Level 9_3 tests that trigger SDK messages
- Fix a debug object name issue. If you try to assign a debug name
to an object twice then you get an SDK warning message. This can
occur if you 'create' two objects (e.g. Rasterizer States) with
identical DESCs on the same device, since D3D11 can optimize
this and return the same object both times.
- Disable the message checks in Line Loops tests, since the tests
trigger incorrect D3D11 SDK messages on Win7 machines
BUG=angleproject:667;angleproject:1282
Change-Id: I7284fb3a11377afde24e0014e21dbcea80ebb126
Reviewed-on: https://chromium-review.googlesource.com/321393
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Tested-by: Austin Kinross <aukinros@microsoft.com>
|
|
45095581
|
2016-01-14T16:53:36
|
|
Enable resource sharing for D3D11 devices created with WARP
ANGLE currently blocks resources sharing if ANGLE was initialized using
EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE. This is to prevent applications
from trying to share resources between hardware D3D devices and WARP.
However, this prevents developers from deliberately initializing ANGLE
to run on WARP, and then sharing resources with an external WARP device.
ANGLE should support that scenario.
BUG=angleproject:1283
Change-Id: I86681355bf34f7fe3367261dd76c434a9fa60739
Reviewed-on: https://chromium-review.googlesource.com/317318
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
46e6c7a5
|
2016-01-18T14:42:30
|
|
Add stubs for no_error extension.
In some cases ANGLE flushes state for FBOs during validation. For
testing of the state synching code for FBOs, this makes end-to-end
testing impossible.
Solve this by partially implementing a hidden no_error extension,
hidden to the user by not exposing the extension string, but allowing
us to skip validation of some of the FBO methods that require checking
for complete FBOs.
BUG=angleproject:1280
BUG=angleproject:1260
Change-Id: I708f348ccec6697b974c48cd890ec75a703abe21
Reviewed-on: https://chromium-review.googlesource.com/322210
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
a5ed56ee
|
2015-12-07T16:32:59
|
|
D3D11: Mask off alpha channel for RGBA->RGB blits.
We emulate RGB8 in D3D11 with RGBA8 textures. Make sure when we blit
that we don't copy the unused texture channel.
BUG=angleproject:1245
TEST=dEQP-GLES3.functional.fbo.blit.*
Change-Id: I805132fda984860a6d84ad4c1fc7169973938df9
Reviewed-on: https://chromium-review.googlesource.com/316010
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
0d3537c2
|
2015-11-06T13:04:14
|
|
D3D11: Implement ES3 primitive restart with line loops.
Unpack the index data into line strips, which can result in a
dynamically number of indices. To this end use a scratch vector in
Renderer11 so we don't end up allocating memory every draw call.
BUG=angleproject:597
Change-Id: Id3270611023cb6d163cd024e078d30ba5556e2ad
Reviewed-on: https://chromium-review.googlesource.com/310500
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
e79b1e14
|
2015-11-04T16:36:37
|
|
D3D11: Restrict use of MAX_UINT element indexes.
We need to block the app from using MAX_UINT on D3D11 because we can't
disable primitive restart on this platform. Instead generate an
INVALID_OPERATION error, which is spec-compliant in ES3 because the
result is undefined behaviour. This is also compliant with WebGL which
explicitly defines an error here.
BUG=angleproject:597
Change-Id: I7ebc5371b63ff860dc6dddf79939e9629ebb2a3c
Reviewed-on: https://chromium-review.googlesource.com/309638
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
bc781f31
|
2015-10-26T09:27:38
|
|
Re-re-land "Add GL_OES_vertex_array_object to D3D11 and GL renderers"
+ Include fixed validation logic for GL_UNPACK_SKIP_IMAGES and GL_UNPACK_ROW_LENGTH
+ Include fix for Clang build break
BUG=angleproject:1186
Change-Id: I403a066e29614f532db6931755265d2ee088d442
Reviewed-on: https://chromium-review.googlesource.com/308746
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
5296141b
|
2015-10-26T15:33:27
|
|
Revert "Re-land "Add GL_OES_vertex_array_object to D3D11 and GL renderers""
Fails build on Clang because Caps.cpp defines a constructor
initializer out-of-order with the member variable order in the
header.
BUG=angleproject:1186
This reverts commit 7432321e03a70a99639b149f44cf80086feb4ea2.
Change-Id: I2840d02e6e7b6bbc76eb495b5462c43116a5c4a6
Reviewed-on: https://chromium-review.googlesource.com/308800
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
7432321e
|
2015-10-23T10:07:18
|
|
Re-land "Add GL_OES_vertex_array_object to D3D11 and GL renderers"
Include fixed validation logic for GL_UNPACK_SKIP_IMAGES and GL_UNPACK_ROW_LENGTH
BUG=angleproject:1186
Change-Id: I9910a67733702a05991f62129d200ea39adb910c
Reviewed-on: https://chromium-review.googlesource.com/308421
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
023a290e
|
2015-10-23T16:43:24
|
|
Revert "Add GL_OES_vertex_array_object to D3D11 and GL renderers"
This is failing the WebGL 2 test:
WebglConformance.conformance2_state_gl_get_calls
http://build.chromium.org/p/chromium.gpu.fyi/builders/Win8%20Debug%20%28NVIDIA%29/builds/9807
Also the dEQP-GLES3 tests:
dEQP-GLES3.functional.state_query.integers.unpack_skip_images_get*
BUG=angleproject:1186
This reverts commit eb36e275b8f63ebd442a2580e858ef671ddfe1be.
Change-Id: If903c471f4610ac0b33a268df42f3329d672f429
Reviewed-on: https://chromium-review.googlesource.com/308460
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
eb36e275
|
2015-10-20T13:44:10
|
|
Add GL_OES_vertex_array_object to D3D11 and GL renderers
BUG=angleproject:1186
Change-Id: I7c685084b42f977902228cadca3263064881ba77
Reviewed-on: https://chromium-review.googlesource.com/307038
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
e4bd0418
|
2015-10-21T17:00:06
|
|
Enable EXT_discard_framebuffer in ANGLE's D3D11 backend.
This doesn't seem to cause the video-related WebGL test failures anymore
that were previously seen.
BUG=497445
Change-Id: I705ae8735823ab7f4b26cf7696cdb746936e4447
Reviewed-on: https://chromium-review.googlesource.com/308001
Tryjob-Request: Kenneth Russell <kbr@chromium.org>
Tested-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
adff67b5
|
2015-10-14T10:34:45
|
|
Re-land "Implements more pack/unpack states."
Pack: row length, skip rows, skip pixels.
Unpack: image height, skip images, skip rows, skip pixels.
Note that PBOs are not covered by this change.
Re-land with fix for test expectations.
BUG=angleproject:512
BUG=angleproject:1095
Change-Id: I71d8d3bd8fc1f2c75ca16ac2634d5eafcbd71f26
Reviewed-on: https://chromium-review.googlesource.com/305522
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
c7473924
|
2015-10-14T14:33:19
|
|
Revert "Implements more pack/unpack states. Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels. Note that PBOs are not covered by this change."
Expectations still not correct. This removes suppressions for two
failing tests:
functional.texture.specification.teximage3d_depth_pbo.depth_component32f_2d_array
dEQP-GLES3.functional.texture.specification.teximage3d_depth_pbo.depth32f_stencil8_2d_array
BUG=angleproject:512
BUG=angleproject:1095
This reverts commit 72e7013e68a24107b9082629fc52d59a78998eb2.
Change-Id: Id81b6e616e61535b8504890ce57591813e22af69
Reviewed-on: https://chromium-review.googlesource.com/305521
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
72e7013e
|
2015-10-01T17:19:45
|
|
Implements more pack/unpack states.
Pack: row length, skip rows, skip pixels.
Unpack: image height, skip images, skip rows, skip pixels.
Note that PBOs are not covered by this change.
BUG=angleproject:512
BUG=angleproject:1095
Change-Id: Ia2fd7e52615d4aa08011dd615fcc20b79672d355
Reviewed-on: https://chromium-review.googlesource.com/304908
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
000b2f49
|
2015-10-09T15:33:14
|
|
Revert "Implements more pack/unpack states. Pack: row length, skip rows, skip pixels. Unpack: image height, skip images, skip rows, skip pixels."
This is causing failures in dEQP-GLES3.functional.texture.specification.teximage3d_depth_pbo.depth_component24_2d_array
First failing build on the bot:
http://build.chromium.org/p/chromium.gpu.fyi/builders/Win7%20Release%20dEQP%20%28NVIDIA%29/builds/3635
Please fix the failure and re-land your CL with the fix.
BUG=angleproject:512
BUG=angleproject:1095
This reverts commit f1bb3f0569d5ef41b17f8ad0add7308f9d0f0de1.
Change-Id: I30f61db888b0adf73a1d98bbeeb2428068119627
Reviewed-on: https://chromium-review.googlesource.com/304990
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
f1bb3f05
|
2015-10-01T17:19:45
|
|
Implements more pack/unpack states.
Pack: row length, skip rows, skip pixels.
Unpack: image height, skip images, skip rows, skip pixels.
BUG=angleproject:512
BUG=angleproject:1095
Change-Id: I11e3bc05d23419b72c92b96aabd3f0bacd983626
Reviewed-on: https://chromium-review.googlesource.com/304370
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
db3dd083
|
2015-09-16T20:16:01
|
|
Refactoring TextureFormat and its helper functions to individual classes
BUG=angleproject:1160
This is the first step to BUG=angleproject:1160, optimizing
GetTextureFormatInfo to use static switching rather than building maps and
using the find function. Also reordered the includes in alphabetical,
src files first format
The next step is to modify the GetTextureFormatInfo not to build a map but
to use static switching. The step after that is to use a JSON generator to
generate the switching, hence refactoring TextureFormat to be in its own
class so we only need to generate what's necesary. The helper functions
such as swizzle texture format can also be done using the same approach.
Hence, they're also refactored into their own files.
Change-Id: I753f437ca0df69ee5584d254fe0d2ea8b09a857e
Reviewed-on: https://chromium-review.googlesource.com/300288
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Dian Xiang <dianx@google.com>
|
|
362c0a79
|
2015-08-12T14:44:38
|
|
Implement EGL image classes for the D3D renderers.
BUG=angleproject:970
Change-Id: I24d393fcd75dd4ee510785e8475b093868701c77
Reviewed-on: https://chromium-review.googlesource.com/295152
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
69f9b2c8
|
2015-08-20T13:25:41
|
|
Fixed GL_MAX_VERTEX_UNIFORM_VECTORS and GL_MAX_FRAGMENT_UNIFORM_VECTORS to report accurate maximum value.
Change-Id: Ic581e1ef0c6be2bf1ff0092b373b3c480b6fbd8a
Reviewed-on: https://chromium-review.googlesource.com/294755
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Cooper Partin <coopp@microsoft.com>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
|
|
a7e1d9aa
|
2015-09-01T12:41:47
|
|
Only validate that color and alpha blend funcs are non-constant on D3D renderers.
BUG=angleproject:1025
Change-Id: I9c6008cc2f268bda4afa2c67e0b3d3716e77ea31
Reviewed-on: https://chromium-review.googlesource.com/296681
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
3a86ad38
|
2015-09-01T11:47:05
|
|
Only validate that stencil refs and masks are the same on D3D renderers.
BUG=angleproject:1025
Change-Id: If79046f9f81ad20c5f2f7296245b0cb74a4102aa
Reviewed-on: https://chromium-review.googlesource.com/296680
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
a5ef8d89
|
2015-08-19T14:52:21
|
|
Enabled loop indexing validation for fragment shaders compiled using renderers configured for FL9_3 and below.
BUG=angleproject:1130
Change-Id: I2b5d7091c394565354b14fbf9297276dce8d92a5
Reviewed-on: https://chromium-review.googlesource.com/294733
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
4d61f7ed
|
2015-08-12T10:56:50
|
|
Reland Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data'
Additional warnings found with more testing and added C4267 warning disable only for angle_libpng
BUG=angleproject:1120
Change-Id: Ic403dcff5a8018056fa51a8c408e64207f3362eb
Reviewed-on: https://chromium-review.googlesource.com/293028
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
b195643c
|
2015-08-12T17:35:20
|
|
Revert "Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data'"
Seems to have quite a few warnings in 64-bit on my machine.
BUG=angleproject:1120
This reverts commit c5cf9bc47d0ee028adbbf9e9f94ca567eec601dc.
Change-Id: I86768b900aeba52e7a2242d9ae8949f93f1a5ba9
Reviewed-on: https://chromium-review.googlesource.com/293280
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
c5cf9bc4
|
2015-08-06T10:46:48
|
|
Fixed compiler warning C4267 'conversion from 'size_t' to 'type', possible loss of data'
BUG=angleproject:1120
Change-Id: I01ef10bea7f487c2b394d030c76628f38d2ea645
Reviewed-on: https://chromium-review.googlesource.com/292780
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
6941a556
|
2015-07-27T11:06:45
|
|
Rename Workarounds to WorkaroundsD3D.
It is not referenced outside of the d3d classes.
BUG=angleproject:884
Change-Id: Ibeec034b1b78b569bea2f1c77d6a686b58b8e010
Reviewed-on: https://chromium-review.googlesource.com/288582
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
02df796f
|
2015-07-01T10:03:42
|
|
Centralize renderer limitations for non-conformant renderers
Some renderer configurations (e.g. D3D11 Feature Level 9_3) have
some limitations and aren't quite conformant. This change
generates errors when applications hit these limitations, and
informs developers that they must work around them.
BUG=angleproject:1055
Change-Id: I6a4a9e5cc71288ca366a54c769ca0eb82e79a7f7
Reviewed-on: https://chromium-review.googlesource.com/282814
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
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>
|
|
6ee1e786
|
2015-05-29T17:05:37
|
|
Implement GL_EXT_debug_marker in D3D9/D3D11 renderers
BUG=angleproject:1043
Change-Id: I7f3bfb35050662520b901828d0478719fa8d11b3
Reviewed-on: https://chromium-review.googlesource.com/274054
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
|
|
8eeb2bd1
|
2015-06-10T18:56:09
|
|
Add multisample render target info to DXGI tables.
Saves us some time on startup. Also assume every multisample format
can support 1x multisampling, and that if we support a higher format
we support all lower sample counts (eg - if we support 16x we support
8x and 4x, etc)
BUG=angleproject:1014
Change-Id: I62143e5db561b717edd1a0c96f5e3acd4de3d154
Reviewed-on: https://chromium-review.googlesource.com/275777
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
|
|
5d121e1e
|
2015-06-10T18:56:04
|
|
Add generated tables to mirror D3D11 format support.
*re-land with fix for test build*
These tables can save us on startup time. Instead of querying the
tables, we can keep certain assumptions about texture formats
because certain formats are guaranteed to be supported in various
feature levels.
Testing with angle_perftests indicates this patch series will save
about 50% of the time we spend in Renderer11::initializeDevice.
BUG=angleproject:1014
Change-Id: I5477eea3e8433d36119cd099fb0c08eea168489a
Reviewed-on: https://chromium-review.googlesource.com/276758
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
00787935
|
2015-06-10T22:52:51
|
|
Revert "Add generated tables to mirror D3D11 format support."
Hidden conflict with Geoff's test refactor patch.
BUG=angleproject:1014
This reverts commit 396ee48b639189465039cd62ef8409e86d5f6dd1.
Change-Id: I8182acb350b61b31f4040a20c86652e23706905a
Reviewed-on: https://chromium-review.googlesource.com/276774
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
396ee48b
|
2015-06-10T14:54:07
|
|
Add generated tables to mirror D3D11 format support.
These tables can save us on startup time. Instead of querying the
tables, we can keep certain assumptions about texture formats
because certain formats are guaranteed to be supported in various
feature levels.
Testing with angle_perftests indicates this patch series will save
about 50% of the time we spend in Renderer11::initializeDevice.
BUG=angleproject:1014
Change-Id: I84dbeaba1d1c635ad60c8413705cc41af8a51f06
Reviewed-on: https://chromium-review.googlesource.com/275772
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
08332634
|
2015-05-05T13:35:47
|
|
Implement EXT_discard_framebuffer in D3D11 renderer
Change-Id: I52bcf0cfb1aa123e085a35730fdefb006b617c3c
Reviewed-on: https://chromium-review.googlesource.com/269232
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
10eb591a
|
2015-05-28T13:26:03
|
|
D3D11: Optimize sample caps checks.
We don't need to check NPOT sample counts. This should save us some
time on eglInitialize.
BUG=angleproject:1014
Change-Id: Id3b0a440689746d5de9a7fbc3641ff9452b18601
Reviewed-on: https://chromium-review.googlesource.com/274430
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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10b7f46a
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2015-05-20T14:03:14
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Determine packed depth stencil extension support automatically.
BUG=angleproject:884
Change-Id: If2b8fd94b0354449ba7e629606d7b1b2c2430fd1
Reviewed-on: https://chromium-review.googlesource.com/272421
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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ba8a0bf8
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2015-05-13T09:48:59
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Add plumbing for D3D11 device caps
BUG=angleproject:1002
Change-Id: Id24783c75377ea92a73a43f2605693e07f63dc15
Reviewed-on: https://chromium-review.googlesource.com/270545
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
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8cf813c7
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2015-05-04T12:55:18
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Query attachment render targets from Impl class.
*re-land with fix for D3D9*
This allows us to eradicate the GetAttachmentRenderTarget methods.
This improves potential performance, at the cost of exposing a
Renderer-specific function at the API object level.
BUG=angleproject:963
Change-Id: Iee9f985ddaed668df0c622228004b348eb4d2ea8
Reviewed-on: https://chromium-review.googlesource.com/269006
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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e737b06c
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2015-05-04T16:53:56
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Revert "Query attachment render targets from Impl class."
D3D9 bug is causing failures in the WebGL depth texture test.
BUG=angleproject:963
This reverts commit 804e8436f91733e1d0f769ec10082e4741f2e549.
Change-Id: I660f05033360e97258794138cb50b604f5ac16b6
Reviewed-on: https://chromium-review.googlesource.com/269005
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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804e8436
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2015-04-30T09:42:23
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Query attachment render targets from Impl class.
This allows us to eradicate the GetAttachmentRenderTarget methods.
This improves potential performance, at the cost of exposing a
Renderer-specific function at the API object level.
BUG=angleproject:963
Change-Id: Ifc227b5f42e87bd4deb451d685618cf61fea39f1
Reviewed-on: https://chromium-review.googlesource.com/263491
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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def624bc
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2015-04-13T10:46:56
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Move maxSamples from Extensions to Caps because it is an ES3 limit.
BUG=angleproject:886
Change-Id: Ibcfc2f06e8308e2e6eb1a6c38206b803f689d7af
Reviewed-on: https://chromium-review.googlesource.com/265470
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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9102e3ab
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2015-03-23T20:25:45
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Add UBO offset emulation for D3D11.0 and below.
BUG=angleproject:507
Change-Id: I6c5028930051a2af0bd6ffa0ee213e692d3892ef
Reviewed-on: https://chromium-review.googlesource.com/261824
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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95663914
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2015-04-02T15:54:45
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Add stubs for GL_OES_fbo_render_mipmap.
BUG=angle:905
Change-Id: Idd4964bd2d9d07cd98137770e1cc57397f1dd3a6
Reviewed-on: https://chromium-review.googlesource.com/263762
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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f4bf3811
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2015-04-01T16:15:32
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Use GetAs/GetImplAs whenever possible.
This patch cleans up the rest of our custom casting helper
functions.
Change-Id: I41975c736765fca855c4498acca31116df3e8317
Reviewed-on: https://chromium-review.googlesource.com/263477
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
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68694e99
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2015-03-24T14:03:37
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Add UBO offset support for D3D11.1.
Also fixes the uniform count upper limit in glGetActiveUniformsiv,
as well as an assert hit with used but unbound uniform buffer.
BUG=angleproject:507
BUG=angleproject:962
Change-Id: I096fe1c9b4f0f398f3a638cd8311278987dfb7dc
Reviewed-on: https://chromium-review.googlesource.com/263404
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
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90a09b56
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2015-04-01T18:21:24
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Revert "Add UBO offset support for D3D11.1."
Failed on 32-bit builds. See: https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Builder/builds/24828/steps/compile/logs/stdio
angle\src\libangle\validationes.cpp(1461) : error C2220: warning treated as error - no 'object' file generated
angle\src\libangle\validationes.cpp(1461) : warning C4018: '<' : signed/unsigned mismatch
This reverts commit 381f969315c0c70bacf183e58de7194f42486112.
Change-Id: I05f09f19e40046994d34809c5b79095458f56148
Reviewed-on: https://chromium-review.googlesource.com/263474
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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381f9693
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2015-03-24T14:03:37
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Add UBO offset support for D3D11.1.
Also fixes the uniform count upper limit in glGetActiveUniformsiv,
as well as an assert hit with used but unbound uniform buffer.
BUG=angleproject:507
BUG=angleproject:962
Change-Id: I263b14df41d4e45a67304c1d145646398721cf0a
Reviewed-on: https://chromium-review.googlesource.com/263412
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3917f578
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2015-04-01T15:17:21
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Revert "Add UBO offset support for D3D11.1."
Was ignoring the uniform block bindings.
This reverts commit 7159ea6778eb73c233736cc2fa59ae9177b75e4b.
Change-Id: Ie7d2b40d3fb2adedd309f1162fb6fd33ab0b4c3c
Reviewed-on: https://chromium-review.googlesource.com/263420
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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7159ea67
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2015-03-24T14:03:37
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Add UBO offset support for D3D11.1.
Also fixes the uniform count upper limit in glGetActiveUniformsiv.
BUG=angleproject:507
Change-Id: Icfc90ed64cf94b1bab2d4cc93a8fb5e11b28d666
Reviewed-on: https://chromium-review.googlesource.com/261874
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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1ea584c5
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2015-03-26T21:08:33
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Revert "Implement EXT_discard_framebuffer in D3D11 renderer"
Causes failures in video related WebGL tests. Either there is a bug in the implementation or how chrome is using it.
This reverts commit b13daa8f79f4d16a990d968d7d2c04da6b72d302.
Change-Id: Ic0d74840c664bf4de18d85cc3ff7f7153936d9b0
Reviewed-on: https://chromium-review.googlesource.com/262715
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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b13daa8f
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2015-03-19T17:00:44
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Implement EXT_discard_framebuffer in D3D11 renderer
Change-Id: I0e39a196796813203c841c46aa2a6b89957f6051
Reviewed-on: https://chromium-review.googlesource.com/261355
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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8b695ee3
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2015-03-12T13:12:20
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Reduce unnecessary built-in varying usage in D3D renderer
Change-Id: I0c404e77aa3f56ddc5b97a206b06c7907edfb1eb
Reviewed-on: https://chromium-review.googlesource.com/259812
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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d4475816
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2015-03-18T10:53:05
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Always use static_assert for compile-time assertions and remove META_ASSERT.
BUG=468139
Change-Id: I696ef307f2faa54bb72df66784bc79a055499987
Reviewed-on: https://chromium-review.googlesource.com/260776
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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481373d8
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2015-02-16T16:54:12
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Fix GetShaderPrecisionFormat to return correct values on DX11
The integer precision is different on DirectX 9 and 11 backends. DirectX
11 guarantees native 32-bit integers.
BUG=angle:919
Change-Id: I7619e66f8aaa1177c32b6da185fe805ce8a19b71
Reviewed-on: https://chromium-review.googlesource.com/250280
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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d28f6113
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2015-02-12T16:11:00
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Fixed compressed texture support reporting for feature level 9_3
Change-Id: If6e27db912711532e184a3a716728a19653c0471
Reviewed-on: https://chromium-review.googlesource.com/249550
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3ae6465f
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2015-01-26T15:51:39
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Fix lots of variable shadowing in ANGLE
BUG=angle:877
Change-Id: I3df0fffb19f5ecbe439fbc2a8d6d239a5dc6b638
Reviewed-on: https://chromium-review.googlesource.com/243334
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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74cafab1
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2015-01-23T23:17:32
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Revert "Fix lots of variable shadowing in ANGLE"
Caused WebGL CTS failures on the texture-npot test:
https://www.khronos.org/registry/webgl/sdk/tests/conformance/textures/texture-npot.html
This reverts commit c67e6e9fade44ef8938724e82db11db725e9c8e5.
Change-Id: I089e99859231e0d657084ac3647257c650a9da92
Reviewed-on: https://chromium-review.googlesource.com/243041
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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c67e6e9f
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2015-01-21T16:01:07
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Fix lots of variable shadowing in ANGLE
BUG=angle:877
Change-Id: I15168ae32605b26aee08274464ffe68adb5a7e87
Reviewed-on: https://chromium-review.googlesource.com/242351
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
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051dbc79
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2015-01-05T15:48:58
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Create a formatutilsD3D and move some functions from formatutils.
BUG=angle:681
Change-Id: I694073c50dccd05c3117761e446eba0d15c03293
Reviewed-on: https://chromium-review.googlesource.com/238480
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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e6664f06
|
2015-01-09T16:22:24
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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>
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c2e75afa
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2015-01-05T14:26:24
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Rename RenderTarget to RenderTargetD3D and move it into the d3d folder.
BUG=angle:681
Change-Id: I1946e01ce09d99405c318723c254fe300cc5ac53
Reviewed-on: https://chromium-review.googlesource.com/238471
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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215b37a6
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2014-12-22T12:56:07
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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>
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cf4432c3
|
2015-01-07T14:05:47
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Disable some extensions on D3D11 Feature Level 9_3 which aren't supported
BUG=angle:858
Change-Id: Ib2b2b2b54ba25654ea80b5cb1c59b74ed0379b68
Reviewed-on: https://chromium-review.googlesource.com/239271
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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049743a9
|
2014-12-23T13:05:11
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Restrict depth buffer formats on D3D11 Feature Level 9_3
*_TYPELESS formats weren't supported in D3D10Level9 until
Windows 8. Some Win8 D3D9 drivers don't support them either.
To workaround this, we avoid _TYPELESS formats on D3D11 FL9_3.
BUG=angle:856
BUG=435726
Change-Id: I280dc7f87e3a2c737c14284ebb744188e7f10616
Reviewed-on: https://chromium-review.googlesource.com/237292
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
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324bcc46
|
2014-12-22T13:43:02
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Fix instancing on D3D11 9_3, by ensuring slot zero contains non-instanced data
D3D11 Feature Level 9_3 supports instancing, but slot 0 in the input
layout must not be instanced. D3D9 has a similar restriction, where
stream 0 must not be instanced. This restriction can be worked around
by remapping any non-instanced slot to slot 0. This works because
HLSL uses shader semantics to match the vertex inputs to the elements
in the input layout, rather than the slots.
BUG=angle:858
Change-Id: I67b2be9095afc206a4b9f107ed61356820551afe
Reviewed-on: https://chromium-review.googlesource.com/237270
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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b5d8f23e
|
2014-12-04T15:43:01
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Move GetAttachmentRenderTarget and GetAttachmentSerial to FramebufferD3D.h.
BUG=angle:841
Change-Id: Ic341239e848f1daf7cf38f233d79a58f221780f4
Reviewed-on: https://chromium-review.googlesource.com/232969
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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7dd2e10d
|
2014-11-10T15:19:26
|
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Merge the ProgramBinary class into Program.
BUG=angle:731
Change-Id: I2ee97155841dc62f04bb71c1f2035d210fd3883c
Reviewed-on: https://chromium-review.googlesource.com/232694
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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21329414
|
2014-12-02T20:50:30
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Revert "Merge the ProgramBinary class into Program."
Issues appeared on the FYI waterfall, content_gl_tests hangs.
This reverts commit 2195a6d6032883ed05468d5ecd019e7cb9a27bce.
Change-Id: I9fe1a53cf40887ae5a98fd77b4872f41085fcea7
Reviewed-on: https://chromium-review.googlesource.com/232386
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2195a6d6
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2014-11-10T15:19:26
|
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Merge the ProgramBinary class into Program.
BUG=angle:731
Change-Id: Ia0a356c0684f3a3576c71dfd04b00874318dd084
Reviewed-on: https://chromium-review.googlesource.com/228701
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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4f4207f7
|
2014-12-01T10:07:56
|
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Make some FramebufferAttachment methods const.
BUG=angle:841
Change-Id: I4670e417c1976ebd2198ea4c8927a00fff7bb15c
Reviewed-on: https://chromium-review.googlesource.com/232380
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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