|
8dc27f99
|
2018-11-29T11:45:44
|
|
Use packed enum for DrawElementsType.
The packing and unpacking take a few extra instructions. But it
completely obviates the need for any switches in the validation code.
Speed is slightly faster or the similar depending on the back-end.
Also add gl_angle_ext.xml to GL entry point generator inputs. This was
missing and would cause the code generation to miss certain changes.
Bug: angleproject:2985
Change-Id: I1ea41a71db71135000166ead8305ec42d22ff7b3
Reviewed-on: https://chromium-review.googlesource.com/c/1351729
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
b980c563
|
2018-11-27T11:34:27
|
|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
ae108bd1
|
2018-10-18T15:00:38
|
|
Use angle::Result in front-end (Part 5)
Refactors gl::Buffer and implementation.
Bug: angleproject:2491
Change-Id: Ic6860dac2faf33067965e7117ea8e98dc6a8dc7a
Reviewed-on: https://chromium-review.googlesource.com/c/1283310
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ec1fe5b7
|
2018-08-10T10:05:52
|
|
D3D: Use angle::Result error pattern.
This completes the refactor for the D3D9/D3D11 back-ends.
Bug: angleproject:2752
Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b
Reviewed-on: https://chromium-review.googlesource.com/1167209
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
18e323ab
|
2018-05-11T16:54:17
|
|
D3D11: Fix out-of-range access with robust access.
When using a vertex buffer with DYNAMIC usage, with robust buffer
access enabled, we would sometimes read out-of-bounds when using very
large values for the index range. An unchecked signed addition would
overflow and lead to reading a negative offset.
Fix this problem by keeping the value size_t whenever possible. Also do
clamped casts when converting to a smaller values.
Also adds a regression test.
Bug: chromium:842028
Change-Id: Ie630ac857c6acfc0bace849a03eebfbaa2fbe89a
Reviewed-on: https://chromium-review.googlesource.com/1055928
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
2e568cfb
|
2017-09-18T17:05:22
|
|
Add generator for packed GL enums.
For testing this also converts two unimportant GLenums, gl::BufferUsage
and gl::CullModeFace.
BUG=angleproject:2169
Change-Id: If1e86a97d0fed3fd567303aca6506ec579503076
Reviewed-on: https://chromium-review.googlesource.com/688000
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
33510107
|
2017-09-20T10:39:18
|
|
Pass gl::Context to more Buffer methods.
This will allow us to pull out the Renderer from the Context in more
places in Buffer11, for state update. Impacts a few method calls in
a few places.
BUG=angleproject:2151
Change-Id: I1360caea65a94d3de4cd9f52d1b74b10439b02b3
Reviewed-on: https://chromium-review.googlesource.com/673136
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
dd5f27ee
|
2017-06-07T10:17:09
|
|
Make VertexBinding's member variables private
The patch decorates all members in VertexBinding as private and limits
access to them only through getters and setters. This makes it easier to
debug and keep track of any assignments to the class members.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Iddd49063d060f136bc9cf11c313a5af0931d433c
Reviewed-on: https://chromium-review.googlesource.com/530786
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
2597fb64
|
2016-12-09T16:38:02
|
|
ES31: Refactor VertexArray for Vertex Attrib Binding
OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should
be split into two arrays:
1. an array of vertex buffer binding points, each of which specifies:
- a bound buffer object,
- a starting offset for vertex attribute data in that buffer object,
- a stride used by all attributes using that binding point,
- a frequency divisor used by all attributes using that binding point.
2. an array of generic vertex attribute format information records, each
of which specifies:
- a reference to one of the new buffer binding points above,
- a component count and format, and a normalization flag for the
attribute data,
- the offset of the attribute data relative to the base offset of each
vertex found at the associated binding point.
Current ANGLE implementation simply uses a struct to represent a vertex
attribute object, which does not meet the requirements above.
This patch aims to be the the basis of the implementation of all ES3.1
Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and
the class VertexArray to fit the new data layout and ensuring all current
functionality is retained.
BUG=angleproject:1593
TEST=angle_unittests, angle_end2end_tests, gpu_unittests
Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254
Reviewed-on: https://chromium-review.googlesource.com/418880
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f4f8db85
|
2017-02-15T09:31:39
|
|
Fix a couple forward declares in angletypes.h.
These were vestigal from previous code.
BUG=angleproject:1593
Change-Id: I1d9a8e6f60d1dadf8a8a598bdbddd98457eb559c
Reviewed-on: https://chromium-review.googlesource.com/442651
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8f775607
|
2016-11-03T16:45:34
|
|
Introduce a gl::BufferState class.
This state can share vital pieces of information with the impl.
The most elementary state is the buffer size, which then the
impl doesn't need to replicate.
BUG=angleproject:1579
Change-Id: I341393c64a6e49de65c1d53b1bad2fa143209862
Reviewed-on: https://chromium-review.googlesource.com/406644
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@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>
|
|
7d712e7d
|
2016-03-29T21:54:33
|
|
Re-land "Clean up Buffer11."
This cleans up some messy stuff from the emulated index buffers, which
were caching variables that didn't need to be cached.
Also add in missing error checks. This touches a lot of code.
Re-land with a fix for clang-win build.
BUG=angleproject:1327
BUG=angleproject:1310
Change-Id: I31ed81c7242782bef7c5f6cde2192552f7ff9403
Reviewed-on: https://chromium-review.googlesource.com/336052
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e34deaa3
|
2016-03-30T01:50:40
|
|
Revert "Clean up Buffer11."
Fails Clang-win because of std::forward
..\..\third_party\angle\src\libANGLE/Error.h(60,40): error: no matching function for call to 'forward'
BUG=598944
BUG=angleproject:1327
BUG=angleproject:1310
This reverts commit 041d678b4764484386f934df927f00a5df48a351.
Change-Id: I9fb0685cd01090b1faf8417ffa3c9b49eeb4510e
Reviewed-on: https://chromium-review.googlesource.com/336040
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
041d678b
|
2016-03-29T17:00:47
|
|
Clean up Buffer11.
This cleans up some messy stuff from the emulated index buffers, which
were caching variables that didn't need to be cached.
Also add in missing error checks. This touches a lot of code.
BUG=angleproject:1327
BUG=angleproject:1310
Change-Id: Icd722d57d9449388fbabc62c7ea37f0526a568ff
Reviewed-on: https://chromium-review.googlesource.com/334731
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
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>
|
|
e18eb970
|
2016-03-04T15:46:59
|
|
D3D: Refactor VertexDataManager attribute storage.
Instead of splitting attributes into 'active enabled' and 'active
disabled', split them into static/dynamic/direct/current value, and
handle each group invidually. This also will allow the dirty bits
code to call in to the VertexDataManager separately for each type
of necessary vertex data translation, and skip it entirely for
direct buffer storage.
Should be a refactoring patch only.
BUG=angleproject:1327
Change-Id: I53cb5672054d99ae68e9aa2e5a3c046a002e360d
Reviewed-on: https://chromium-review.googlesource.com/330171
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e36b92d4
|
2016-03-04T15:46:58
|
|
D3D: Use a single D3D buffer per static vertex attribute.
The current caching logic stores multiple static attributes in a single
buffer if the attributes share a D3D buffer - sometimes.
If a buffer is 'committed' (has been used in a draw) then we would
make a new D3D buffer for the next set of static attributes.
Instead use a simpler scheme of a single D3D buffer for each
static attribute. Also change rx::VertexBuffer to a reference
counted class. This simplifies the caching logic for static vertex
buffers (translated attributes) considerably. We only need to
release the buffers when the ref count is zero, and ensure we
track the ref count correctly when bound to D3D.
This leads the way towards using a simpler dirty bit scheme for
intelligent state updates, and less overhead doing work with
buffer state updates.
BUG=angleproject:1327
Change-Id: I99461d50b9663024eaa654cd56b42a63f1416d08
Reviewed-on: https://chromium-review.googlesource.com/330170
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
dbfc6c63
|
2016-02-29T01:08:57
|
|
D3D: Make directStoragePossible a local static method.
This method doesn't need to call through to the VertexBuffer class,
since in only really depends on vertex format caps. This makes the
code local to the VertexDataManager, the only place it is used.
Refactoring patch only, for VertexArray11 dirty bits.
BUG=angleproject:1327
Change-Id: I315313a72a00186930d7f9b1091ccb91f37f9f96
Reviewed-on: https://chromium-review.googlesource.com/329740
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
f01ac9fb
|
2015-11-19T15:48:22
|
|
Fix D3D static buffer cache cleanup logic
BUG=angleproject:197
Change-Id: Ia71f4063fa13c72a3a8bd41ec8fe01a762543796
Reviewed-on: https://chromium-review.googlesource.com/313468
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
84b0c3b7
|
2015-11-05T15:15:28
|
|
Re-land "In D3D, cache static vertex buffers to prevent wasteful recreation"
BUG=angleproject:197
Changes since first failed patch:
- Optimized BufferD3D::getStaticVertexBuffer()
- Removed loop to commit static buffers
- Out-of-date static buffers (which are much rarer anyway after this patch)
are marked for deletion at the *next* draw call, rather than searched for
before each draw call. That search was expensive.
The change should see a net improvement to DrawCallPerfBenchmark for D3D null.
Change-Id: If4942e0afd9e8fefadce8820a1305e13636547ef
Reviewed-on: https://chromium-review.googlesource.com/311115
Tested-by: Austin Kinross <aukinros@microsoft.com>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5b58cae2
|
2015-11-05T14:51:47
|
|
Revert "In D3D, cache static vertex buffers to prevent wasteful recreation"
Perf bisect traced performance regression to this CL:
8.1% regression in angle_perftests/DrawCallPerf_d3d9_null/score
6.2% regression in angle_perftests/DrawCallPerf_d3d11_null/score
BUG=angleproject:197
This reverts commit 868651d334d060458af13c7ff9211c2f72be0cad.
Change-Id: Iaba7eb4e574eb886496361e61fd5fe78ca14dcb8
Reviewed-on: https://chromium-review.googlesource.com/311150
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
868651d3
|
2015-08-31T15:31:18
|
|
In D3D, cache static vertex buffers to prevent wasteful recreation
BUG=angleproject:197
Change-Id: I66cd10609b2edbcf12b99530eafe1727511fe515
Reviewed-on: https://chromium-review.googlesource.com/296503
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
3edfe034
|
2015-09-04T16:38:24
|
|
Support primitive restart in RendererGL.
Store index ranges in a new struct that tracks how many real indices were
seen. Update index caching to key on primitive restart being enabled and
update index counting functions to skip primitive restart indicies when
needed.
Passes dEQP-GLES3.functional.primitive_restart.*
Change-Id: Id1e25a5adcdcd4e998836e8ff6679c64be4c3066
Reviewed-on: https://chromium-review.googlesource.com/297770
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
53cabecc
|
2015-07-24T10:52:14
|
|
BufferD3D: reinit static data only when the usage is static
Previously, once a dynamic buffer had an associated static data, it would
be considered as static and the static data would be always be
reinitialized just after having been invalidated.
BUG=510585
Change-Id: I403e91d35d11efe17f52947b2182f7b8febd7922
Reviewed-on: https://chromium-review.googlesource.com/288351
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
|
|
520c4ae2
|
2015-05-05T13:12:36
|
|
Add a Buffer::getIndexRange function.
Instead of exposing the index range cache, add a more generic method that
allows the buffers to handle their own caching of index ranges.
BufferImpl::getData can be hard to implement for BufferGL because there
isn't a way to tell the buffer to unmap and glGetBufferSubData can be very
expensive, requiring an extra copy of the data.
BUG=angleproject:881
Change-Id: Idec645219056132e0d72a410fbe7b971fa02c9e9
Reviewed-on: https://chromium-review.googlesource.com/261892
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
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>
|
|
fd1bf4e6
|
2015-03-31T09:46:02
|
|
Add an BufferFactoryD3D class to help mocking.
This D3D-only class has one method, used to generate the D3D
IndexBuffer/VertexBuffer. This can help us mock up
IndexDataManager.
At a later point we can refactor the VertexFormat queries
from Renderer into a Caps struct that mirrors our Texure
Caps.
BUG=angleproject:956
Change-Id: Id8b1220a763873ee871ce92365bbee03633789c7
Reviewed-on: https://chromium-review.googlesource.com/262774
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
|
|
b9c0d3b6
|
2015-03-20T12:46:33
|
|
Move buffer::markTransformFeedbackUsage to BufferD3D only.
BUG=angleproject:681
Change-Id: Ia9f4ac9cee2c3e4fa140eba12bdb9ab0cc423f6c
Reviewed-on: https://chromium-review.googlesource.com/261709
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
9236b418
|
2015-02-02T16:51:52
|
|
Add generic Impl casting helper methods.
GetAs and GetImplAs are template helpers that can replace all of our
custom "makeTextureD3D", etc methods. This will help save code across
different back-ends.
Change-Id: Ib3215c005bfac5a819c5d8f7d60a73a725241332
Reviewed-on: https://chromium-review.googlesource.com/245390
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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72468834
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2015-01-05T15:03:18
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Move getData from the D3D to the Impl.
We will need this functionality for index validation, so we likely
can assume an implemenation will need to support such a call. We
might redesign this requirement, but for now we can't call though
to BufferD3D on OSX.
BUG=angle:773
Change-Id: I16187c78ff62471fdf7221a11b9956560e617a14
Reviewed-on: https://chromium-review.googlesource.com/238450
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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47e156c0
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2015-01-05T13:15:13
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Use #include <stdint.h> instead of <cstdint>.
This fixes the compile on OSX.
BUG=angle:773
Change-Id: I68111e178986bb78b73006a1559ba26120275599
Reviewed-on: https://chromium-review.googlesource.com/238441
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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0a73dd85
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2014-11-19T16:18:08
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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>
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2b5420c0
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2014-11-19T14:20:15
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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>
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