1. 25 Aug, 2016 4 commits
  2. 24 Aug, 2016 4 commits
  3. 23 Aug, 2016 5 commits
  4. 22 Aug, 2016 4 commits
  5. 18 Aug, 2016 3 commits
  6. 17 Aug, 2016 3 commits
  7. 16 Aug, 2016 4 commits
  8. 15 Aug, 2016 1 commit
    • Clarify error checking function names in the GLSL parser · 856c497e
      Olli Etuaho authored
      Most error checking functions in ParseContext used to follow a format
      like <property>ErrorCheck. Sometimes this function would check that
      the node/value would have <property>, sometimes it would check that
      the node/value would not have it, which was confusing. Change most of
      these functions to use a lot more descriptive names, which clearly
      communicate what they are checking for.
      
      Also includes a bit of refactoring in constructorErrorCheck(), so that
      the function only checks for errors rather than also setting the type
      of the constructor node.
      
      Also make TType::arraySize unsigned, and return a sanitized size from
      checkIsValidArraySize() instead of using an output parameter.
      
      BUG=angleproject:911
      TEST=angle_unittests
      
      Change-Id: Id9767b8c79594ad3f782f801ea68eb96df721a31
      Reviewed-on: https://chromium-review.googlesource.com/367070Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
  9. 12 Aug, 2016 3 commits
  10. 11 Aug, 2016 6 commits
  11. 10 Aug, 2016 3 commits
    • D3D9: Use angle::Format when possible. · a5ac1e16
      Jamie Madill authored
      This will unify the way we call into PackPixels and also cleans u
      the code. It required adding a few D3D9-specific formats to the table.
      
      BUG=angleproject:1455
      
      Change-Id: Ic8282f40f52cabdb2925e2bb305c26582284082d
      Reviewed-on: https://chromium-review.googlesource.com/365825
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
    • Place format info in angle::Format. · a5b1561e
      Jamie Madill authored
      Some bits of information, like the copy functions and mipmap gen
      functions, can be shared across back-ends in the angle::Format
      class.
      
      Also name the info struct angle::Format, and use an enum class
      angle::Format::ID to identify the particular format.
      
      This patch introduces a new table generator for angle formats
      and updates the D3D11 generator accordingly.
      
      BUG=angleproject:1455
      
      Change-Id: I13b8b98822b1186c6a9e436dc232c18fef50980c
      Reviewed-on: https://chromium-review.googlesource.com/365824Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
      Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • Introduce angle::Format enum. · 20f69ce5
      Jamie Madill authored
      This general enum can encapsulate different formats between
      GL/Vulkan/D3D9/D3D11/etc so we can use them in common routines like
      PackPixels. It also can help us get rid of the ANGLEX enums which
      we use to represent internal formats not present in GL.
      
      It is currently used for Textures/Renderbuffers/Surfaces, but can
      also be extended in the future to cover things like vertex formats.
      It mirrors something like a DXGI_FORMAT in D3D11 or VkFormat.
      
      BUG=angleproject:1455
      
      Change-Id: I467d7b36d8fc92bb45239d56b9243d06f4e29378
      Reviewed-on: https://chromium-review.googlesource.com/365413Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>