1. 03 Oct, 2017 2 commits
    • D3D11: Lazy robust resource init. · 05b35b21
      Jamie Madill authored
      This patch moves the robust resource init logic to the GL front-end.
      Instead of initializing texture resources immediately on creation in
      D3D11, it defers the clear until before a draw call in some cases, or
      skips the update if we can determine if a texture (or other resource)
      has been fully initialized.
      
      Currently lazy init is only implemented for Textures, Renderbuffers,
      and Surfaces.
      
      Various places where lazy resource init is triggered:
      * Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
      * Texture operations (SubImage, GenerateMipmap, CopyTexImage)
      
      Some efficiency gains remain to be implemented, such as when a
      SubImage call fills the entire object. Similarly for Blit, and a few
      other operations. In these cases we can skip lazy init as an
      optimization. Edge cases with EGLImage are mostly untested.
      
      BUG=angleproject:2107
      
      Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
      Reviewed-on: https://chromium-review.googlesource.com/576058
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    • Re-enable uninitialized-local test that should pass now · a60d3567
      Kai Ninomiya authored
      Follow up to https://crrev.com/c/669642
      
      Bug: angleproject:2041
      Change-Id: I27bf4458f5c8be265b757fd5a3ea10f5ffa9e10e
      Reviewed-on: https://chromium-review.googlesource.com/696764
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
  2. 02 Oct, 2017 6 commits
  3. 29 Sep, 2017 3 commits
  4. 28 Sep, 2017 1 commit
  5. 27 Sep, 2017 4 commits
  6. 26 Sep, 2017 1 commit
  7. 25 Sep, 2017 2 commits
  8. 21 Sep, 2017 10 commits
  9. 20 Sep, 2017 10 commits
  10. 19 Sep, 2017 1 commit