1. 21 Sep, 2018 4 commits
    • Remove secondary Texture rendering loop check. · 38fe6840
      Jamie Madill authored
      This check was not used. It applied only to rendering Feedback Loops.
      The behaviour is undefined in non-WebGL and for WebGL we have a
      separate validation check.
      
      Also update the feedback loop tests to ignore the current GL states.
      This change is based on feedback from the OpenGL ES working group.
      
      Bug: angleproject:2763
      Bug: chromium:763695
      Change-Id: I9882b4f9af2d43fc7b5604ff36dadcc79dfd378f
      Reviewed-on: https://chromium-review.googlesource.com/1228373
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>
      Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
    • Fix using a large vertex attrib divisor on D3D11 · 0131ff40
      Olli Etuaho authored
      A divisor >= 256 used to trigger an assert on the D3D11 backend since
      it couldn't fit into the input layout cache. Increase the space
      reserved for the divisor in the input layout cache to make sure that
      the correct input layout will get used and to fix the assert.
      
      BUG=angleproject:2832
      TEST=angle_end2end_tests
      
      Change-Id: I34eead6c4e8c4fea379bbafc8670b4e32a5b633b
      Reviewed-on: https://chromium-review.googlesource.com/1236293Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    • Move sampler sync out of syncProgramTextures. · e25b8006
      Jamie Madill authored
      We only need to call the syncState for samplers when they are dirty.
      Also includes changes to refactor out the sampler sync in GL. Adds
      observer bindings so sampler sync is handled correctly in resource
      sharing scenarios.
      
      Bug: angleproject:2763
      Change-Id: I762f0738ee7572ae29ce6bd5384a30aa9588c848
      Reviewed-on: https://chromium-review.googlesource.com/1227797Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • ES31: Support translating textureGather into HLSL - Part I · a977acc8
      Jiawei Shao authored
      This patch is the first one in the series of supporting GLSL texture
      function textureGather/textureGatherOffset on D3D11.
      
      According to ESSL 3.1 SPEC (Chapter 8.9.3, Page 130), the definition
      of textureGather on sampler2D is:
          gvec4 textureGather (gsampler2D sampler, vec2 P[, int comp])
      
      The parameter "comp" is optional, and if it is specified, the value
      of "comp" must be a constant integer expression with a value of 0, 1,
      2, or 3, identifying the x, y, z, or w postswizzled component of the
      four-component vector lookup result for each texel, respectively. If
      comp is not specified, it is treated as 0.
      
      According to the definition above, textureGather is equivalent to
      Texture2D.Gather[Red|Green|Blue|Alpha] in HLSL, where we can use a
      switch-case expression to choose the right HLSL texture function.
      
      The features listed here will be implemented in the following patches:
      1. Support textureGatherOffset
      2. Support textureGather[Offset] on isamplers and usamplers
      3. Support textureGather[Offset] on textures when swizzle is on
      4. Support textureGather[Offset] on shadow samplers
      
      BUG=angleproject:2826
      TEST=dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.*
           dEQP-GLES31.functional.texture.gather.basic.cube.rgba8.*
           (without texture_swizzle)
           dEQP-GLES31.functional.texture.gather.basic.2d_array.rgba8.*
           (without texture_swizzle)
      
      Change-Id: Iff2ed4f8b65dad613cb0bafdfd19f8f0528e832c
      Reviewed-on: https://chromium-review.googlesource.com/1232980
      Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
      Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
  2. 20 Sep, 2018 2 commits
  3. 19 Sep, 2018 10 commits
  4. 18 Sep, 2018 5 commits
  5. 17 Sep, 2018 6 commits
  6. 14 Sep, 2018 3 commits
  7. 13 Sep, 2018 10 commits