|
0690e1aa
|
2017-12-21T20:51:38
|
|
Add a workaround to clamp gl_FragDepth
NVIDIA OpenGL drivers at least up to version 388.59 don't clamp
gl_FragDepth when it is written to a floating point depth buffer.
This bug is now worked around by clamping gl_FragDepth in the shader
if it is statically used.
BUG=angleproject:2299
TEST=angle_end2end_tests on NVIDIA
Change-Id: I61589b2b0dd2813c4901a157c8d37e470063773c
Reviewed-on: https://chromium-review.googlesource.com/840842
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
4a66ef3d
|
2018-01-05T05:01:27
|
|
Add a test for gl_FragDepth clamping with float depth
The clamping doesn't happen on NVIDIA so this is a test that will
confirm a follow-up compiler workaround patch works properly.
BUG=angleproject:2299
Change-Id: I006b522d014e29d2a5e634dfb9cf827ee3bc0536
Reviewed-on: https://chromium-review.googlesource.com/852252
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
50fcf744
|
2016-04-11T13:57:32
|
|
Add a test for gl_VertexID
BUG=angleproject:1217
BUG=587781
Change-Id: I2fd20c686863c1409228717606977a3c4e1cd7fa
Reviewed-on: https://chromium-review.googlesource.com/338180
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|