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    • Add getUniform impl methods. · 54164b0c
      Jamie Madill authored
      This will let us remove some of the uniform data management code in
      the GL front-end, and simplify the GL back-end. It will also enable
      us to implement uniform data more efficiently in the D3D11 back-end,
      and probably Vulkan back-end later.
      
      This also implements a new impl method for the ProgramGL class to
      flag optimized-out uniforms as no longer used, post-link. This is
      important because otherwise the optimized uniforms get assigned
      valid locations, and then the getUniform calls are expected to
      succeed.
      
      We also use a workaround for uniform value queries for the GL
      back-end. It seems as though some drivers (seen on NVIDIA and AMD)
      may not properly clamp to the maximum representable integer value
      when querying out-of-range floating point values. Work around this by
      always calling the driver with the proper type and then casting the
      value in ANGLE.
      
      BUG=angleproject:1390
      
      Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6
      Reviewed-on: https://chromium-review.googlesource.com/616785
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>