1. 31 May, 2017 5 commits
  2. 30 May, 2017 3 commits
  3. 29 May, 2017 9 commits
  4. 26 May, 2017 3 commits
  5. 25 May, 2017 3 commits
  6. 24 May, 2017 12 commits
  7. 23 May, 2017 1 commit
  8. 22 May, 2017 1 commit
  9. 19 May, 2017 3 commits
    • D3D11: Consolidate DSV allocation. · 764a1e76
      Jamie Madill authored
      This uses the new classes introduced in ResourceManager11. Smart
      pointers mean we can use ANGLE_TRY in more places, and don't need
      to manually release these views. There is now a single point in the
      D3D11 back-end where depth stencil views are allocated.
      
      BUG=angleproject:2034
      
      Change-Id: If0de2529ece1298e8babf24c07cc4be9849cc4de
      Reviewed-on: https://chromium-review.googlesource.com/503249Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • ES31: Refactor syncState in VertexArrayGL · df682a8e
      Shao authored
      This patch intends to solve several design issues by refactoring
      the process of syncState in VertexArrayGL before implementing
      ES3.1 feature Vertex Attrib Binding on the OpenGL back-end.
      1. Use nullptr as the flag of using client memory pointer
      2. Simplify comparisons in updateAttribPointer.
      3. Put all code related to mFunctions->vertexAttrib*Pointer()
      into an individual function
      4. Remove redundant mStateManager->bindVertexArray() in all
      update* functioins and only call it once in syncState().
      
      BUG=angleproject:1593
      
      Change-Id: I8f68534bb9291a601b9b77954d7281e5171c2b55
      Reviewed-on: https://chromium-review.googlesource.com/465378
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    • Handle multiple AST insertions to the same parent in updateTree() · 9676d1af
      Olli Etuaho authored
      Multiple insertions to the same parent can be handled as long as the
      insertions don't have the same position as well. They're sorted in
      reverse order so that insertions to greater indices get processed
      first.
      
      This helps to make some AST transformations faster - they don't need
      multiple tree traversals and updateTree() steps anymore. The
      SimplifyLoopConditions AST transformation is changed to only use a
      single traversal.
      
      BUG=angleproject:1966
      TEST=angle_unittests, angle_end2end_tests,
           WebGL conformance tests,
           dEQP-GLES2.functional.shaders.*select_iteration_count*
      
      Change-Id: I3183f2644ad58b282926093c77b204fb7e4e9b71
      Reviewed-on: https://chromium-review.googlesource.com/506202Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>