- 11 Feb, 2014 8 commits
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Geoff Lang authored
Change-Id: Ied10d866627485c6cd3eb09e23c14937efc465f4 Reviewed-on: https://chromium-review.googlesource.com/185864Tested-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org>
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Geoff Lang authored
Change-Id: If09d621cc249754caa57b057f76ff84726c18265 Reviewed-on: https://chromium-review.googlesource.com/185861Tested-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org>
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Geoff Lang authored
Change-Id: I020bbf8179c08574f5fc0a207db03d7456eeeba1 Reviewed-on: https://chromium-review.googlesource.com/185860Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Change-Id: I1f836575824ff9df17fe3832997f06acc7464746 Reviewed-on: https://chromium-review.googlesource.com/185032Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Change-Id: I83b68286b6f3dd369081cb2188af27c86b3de6eb Reviewed-on: https://chromium-review.googlesource.com/185865Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Change-Id: I67add42cc69ec372840c67656bd2c77c623b23d0 Reviewed-on: https://chromium-review.googlesource.com/185567Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Change-Id: I0e4c79cb7eaacf5403203b7b65094a54405ad47a Reviewed-on: https://chromium-review.googlesource.com/185863Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Change-Id: I0aab43b146f87259898db57acb9f74fdbfdb1b96 Reviewed-on: https://chromium-review.googlesource.com/184580Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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- 10 Feb, 2014 6 commits
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Geoff Lang authored
Cleaned up the agument parsing and added support for excluding files/folders. BUG=angle:552 Change-Id: I6dcf965f9b92ce4aa1c0b64bd4f9a0420883bcf6 Reviewed-on: https://chromium-review.googlesource.com/185204Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
BUG=angle:552 Change-Id: I9f357c68c258c7731cf0d5c2ceed3a2875b21228 Reviewed-on: https://chromium-review.googlesource.com/185142Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
BUG=angle:498 Change-Id: Ib60c39e206003ae67c93769e35f7f9ef790ce9f4 Reviewed-on: https://chromium-review.googlesource.com/184396Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Change-Id: I66f36623eb5fb60fbb92d16af4f9854688b9484c Reviewed-on: https://chromium-review.googlesource.com/185190Tested-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org>
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Jamie Madill authored
Our restriction to 4-byte alignments caused us to always convert formats like R8 or R16, or R8G8 instead of allowing D3D to handle these formats naturally. From experimentation the proper rule seems to be "4-bytes, unless the vertex format is 1- or 2-byte size." I couldn't find supporting documentation on MSDN, but it seems common sense. Change-Id: I9e38fe86790e34024d1ae912a809a3d3cdc02ccf Reviewed-on: https://chromium-review.googlesource.com/184523Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org>
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Jamie Madill authored
Since we now have Renderer methods to query formats for vertex inputs, we can get rid of the remaining calls to VertexBuffer which we used to query properties of vertex formats. Change-Id: I9e57d1d9bf80296aef271877fdd97a16d29114af Reviewed-on: https://chromium-review.googlesource.com/184522Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 07 Feb, 2014 1 commit
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Nicolas Capens authored
BUG=339860 Change-Id: I64600db4bef62236c6acd8728902471df06a8f0a Reviewed-on: https://chromium-review.googlesource.com/185380Tested-by:
Nicolas Capens <nicolascapens@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org>
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- 06 Feb, 2014 2 commits
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Jamie Madill authored
With the new support for vertex formats living in the format utils, we can use the Renderer class to query vertex properties instead of the VertexBuffer class. Change-Id: Id76bd4dbf63855016faccef703521887f50da3b9 Reviewed-on: https://chromium-review.googlesource.com/184521Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Vertex format information is useful for querying format properties with the new vertex translation logic with dynamic shaders. Change-Id: I1935c75f1e3920dc1d4a364a2d6968c82692e476 Reviewed-on: https://chromium-review.googlesource.com/184520Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org>
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- 05 Feb, 2014 6 commits
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Jamie Madill authored
Moving the vertex format information to a globally accessible helper file makes them available for the dynamic shaders logic. Change-Id: I67d6280c0603d9c601ca504751c8905677c2426f Reviewed-on: https://chromium-review.googlesource.com/184399Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
A VertexFormat is similar to a simplified VertexAttribute, without extra unncessary data. VertexFormats will be useful for GPU vertex conversions with dynamic shader compilation. Change-Id: I4e60e0a12d5f081fb52d95c8977c43d481b33bff Reviewed-on: https://chromium-review.googlesource.com/184398Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
With dynamic shaders we may have multiple shader executables per program binary. We must store the uniforms outside the executable, in the program binary, to be consistent between variations. Change-Id: I1b29a5d78c72dede8562d4878569b609536ba074 Reviewed-on: https://chromium-review.googlesource.com/183586Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
With dynamic shaders we may have multiple shader executables per program binary. We must store the uniforms outside the executable, in the program binary, to be consistent between variations. Change-Id: I1bec83dfb83ee9bb422448b157338a46e8e7ba56 Reviewed-on: https://chromium-review.googlesource.com/183585Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org>
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Geoff Lang authored
In preparation for transform feedback, BufferStorage11 needs to be able to handle a non-staging buffer being updated. Each D3D11 buffer now has an incrementing data revision associated with it so the most up-to-date buffer is always known. Staging buffers are now represented like any other DirectBuffer. Change-Id: I6e881867cb2bd02d600213d08cce3ebba316c525 Reviewed-on: https://chromium-review.googlesource.com/184395Tested-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org>
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Jamie Madill authored
With certain selection statements with a vertex input in the condition and side-effects in the else-block, we'd run in to a D3D9 compiler bug which would cause incorrect results. We can work around this bug in D3D9 by selectively rewriting these statements to use an 'else if' clause instead of 'else'. BUG=322794 Change-Id: I93c96fb201ff4959c00d9a36321faac7e0343278 Reviewed-on: https://chromium-review.googlesource.com/184681Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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- 04 Feb, 2014 1 commit
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Geoff Lang authored
Change-Id: I5e5aca5cda2bf1a96db05d594c64970ebf54fd29 Reviewed-on: https://chromium-review.googlesource.com/184572Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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- 03 Feb, 2014 1 commit
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Geoff Lang authored
Change-Id: I83e3091243be442eafa4d16e4a4ce247a326c493 Reviewed-on: https://chromium-review.googlesource.com/184570Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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- 31 Jan, 2014 1 commit
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Geoff Lang authored
Change-Id: I28a7654d152865c236831636f00554a71784667b Reviewed-on: https://chromium-review.googlesource.com/184394Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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- 30 Jan, 2014 3 commits
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Jamie Madill authored
Also add a few missing DXGI formats related to vertex inputs. Change-Id: Ia39234a164000d11eef3806ba4f06b6426f1cbb7 Reviewed-on: https://chromium-review.googlesource.com/183584Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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Jamie Madill authored
The GL mapping depends on context client version (for certain depth textures), but the DXGI base format info is consistent across versions. Also add DXGI component type information to the table, and add a few missing formats related to vertex inputs. Change-Id: I2d1a8ca92b1cb39f4592d94d7d435ae0ada1de65 Reviewed-on: https://chromium-review.googlesource.com/183583Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
With dynamic shaders, we can have multiple vertex shaders in one program binary. Hence the binary serial by itself isn't enough to determine when we need to apply new shaders to D3D. Change-Id: I5a8b8616d353b506790ffc809e2d459bfc2b831d Reviewed-on: https://chromium-review.googlesource.com/184370Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org> Commit-Queue: Nicolas Capens <nicolascapens@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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- 28 Jan, 2014 2 commits
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Jamie Madill authored
By shuffling some parameters and calls around we can reduce the number of function calls we run for texture operations. Change-Id: If6d14cb6dff668cdfcb2f1fe6705e0d488dbc03f Reviewed-on: https://chromium-review.googlesource.com/183582Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
This enum is only availabe in GLES 3. We were failing a dEQP state query test (fbo.draw_framebuffer_default_framebuffer) Change-Id: I4cfb07b8597899561b8cc7956a9eb4cd4b0a99a8 Reviewed-on: https://chromium-review.googlesource.com/181782Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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- 23 Jan, 2014 6 commits
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Geoff Lang authored
The gyp files already define NOMINMAX and WIN32_LEAN_AND_MEAN. windows.h is also included via the D3D includes. This ends up speeding up the build process significantly by not having windows.h included in nearly every file. Also fixes issues on non-windows systems by not having stdarg.h included in debug.cpp. Change-Id: Id32d9aac37a5a29df832a062dd8024302a798a1c Reviewed-on: https://chromium-review.googlesource.com/183251Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Jamie Madill authored
We were not checking for an invalid renderbuffer when attaching to a framebuffer. Change-Id: Ie29dca1833cc8c2b974f746d51dbee848f52a741 Reviewed-on: https://chromium-review.googlesource.com/181558Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Change-Id: I347583ae1adcaaae9feeb1276f6150ceb8739885 Reviewed-on: https://chromium-review.googlesource.com/181557Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
Consolidate a lot of duplicated code into helper methods. Also move GetTargetTexture to the context class. Change-Id: I8e3990a5e3c1976cb533941d0a0946466accec30 Reviewed-on: https://chromium-review.googlesource.com/181556Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Geoff Lang authored
Change-Id: I424cb538808ec64137c85af3bbe8742043e1c573 Reviewed-on: https://chromium-review.googlesource.com/183260Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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Geoff Lang authored
Changed ANGLE_DISABLE_* to ANGLE_ENABLE_* for perf and tracing defines so they are disabled by default. Updated the gyp files to only turn on perf by default for windows debug builds. Change-Id: I71706674e6d12fbf4208acc8f100d963b82c7674 Reviewed-on: https://chromium-review.googlesource.com/183250Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Shannon Woods <shannonwoods@chromium.org> Tested-by:
Geoff Lang <geofflang@chromium.org>
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- 21 Jan, 2014 3 commits
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Jamie Madill authored
D3D11 can only mask 8 bits of a stencil reference value, so the upper bits are ignored. GL, however, expects the reference value to be able to scale to 32-bits. We will expect to fail certain edge cases where the reference value, and mask, both use particular 9+ bit values. Change-Id: I8c7451270d9e40310f4154955d38e51bbf7de4df Reviewed-on: https://chromium-review.googlesource.com/181555Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
D3D11 supports sampling other channel sizes of backing object and declaring them as 4-vectors in HLSL. This allows us to simplify the logic for fast unpack shaders significantly. Source: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v=vs.85).aspx (Default Values for Missing Components in a Texture) Change-Id: I7f645372f266f57bd94cdb1c795f1d30bf2a60a4 Reviewed-on: https://chromium-review.googlesource.com/181901Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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Jamie Madill authored
We would sometimes attempt to use a NULL staging texture when initializing a zero size texture when using unpack buffers. Change-Id: I2e03141c19d9c47eeffb0d56c03bcfe476a9e48d Reviewed-on: https://chromium-review.googlesource.com/181781Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Nicolas Capens <nicolascapens@chromium.org> Commit-Queue: Nicolas Capens <nicolascapens@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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