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0f328a7a
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2012-03-05T15:07:50
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Revert "Fixed test for 16-bit index range".
TRAC #19988
Issue=304
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/trunk@998 736b8ea6-26fd-11df-bfd4-992fa37f6226
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1e04e46b
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2012-02-28T02:01:17
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Fixed test for 16-bit index range.
TRAC #19988
Issue=304
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/trunk@995 736b8ea6-26fd-11df-bfd4-992fa37f6226
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6c4b5e00
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2012-01-27T15:39:12
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Re-implement line loops by constructing a 'looping' index buffer, so it is compatible with instanced draws.
TRAC #19489
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@973 736b8ea6-26fd-11df-bfd4-992fa37f6226
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f654945b
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2012-01-27T15:39:08
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Implement glDrawArraysInstanced by constructing a 'counting' index buffer since D3D9 only supports instancing on indexed draw calls.
TRAC #19489
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@972 736b8ea6-26fd-11df-bfd4-992fa37f6226
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d2820bfb
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2012-01-27T15:38:48
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Add entry points and constants for GL_ANGLE_instanced_arrays.
TRAC #19489
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@968 736b8ea6-26fd-11df-bfd4-992fa37f6226
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d8f3faad
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2011-09-02T01:10:47
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Avoid resending lots of D3D state
This change uses trivial caching to determines whether to reset shaders, the viewport, and the currently set vertex declaration. It also caches the render target desc to avoid rereading that. Serial numbers are added to vertex and index buffers, so resending those can be avoided.
These changes can give a big speedup (30% has been measured) on simple content, particularly when used directly or through pepper/native client.
BUG=
TEST=bunch of pages using webgl
Review URL: http://codereview.appspot.com/4964057
git-svn-id: https://angleproject.googlecode.com/svn/trunk@743 736b8ea6-26fd-11df-bfd4-992fa37f6226
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43cbe74e
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2011-09-01T22:09:40
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Use std::map to find correct index range
Instead of iterating through every range to find the one we're looking for, instead put them all in a map and find them with that. This helps performance with index buffers that contain a bunch of different ranges.
BUG=
TEST=
Review URL: http://codereview.appspot.com/4974051
git-svn-id: https://angleproject.googlecode.com/svn/trunk@742 736b8ea6-26fd-11df-bfd4-992fa37f6226
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78624ca0
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2011-04-22T04:17:57
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Heuristically optimize buffer usage.
TRAC #16343
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@616 736b8ea6-26fd-11df-bfd4-992fa37f6226
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72b9e18c
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2011-04-13T14:58:33
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Optimized prepareVertexData and protect against NULL pointers.
TRAC #14871
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@614 736b8ea6-26fd-11df-bfd4-992fa37f6226
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8fd34bd6
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2011-02-18T02:52:14
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Move geometry files.
TRAC #15649
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@564 736b8ea6-26fd-11df-bfd4-992fa37f6226
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