1. 13 Oct, 2017 4 commits
    • Clean up remaining extra semicolons from HLSL output · 40dbdd6c
      Olli Etuaho authored
      There are many types of statements after which a semicolon is not
      needed. Skip writing the semicolon in HLSL output in these cases to
      make the output code more readable.
      
      BUG=angleproject:1013
      TEST=angle_end2end_tests
      
      Change-Id: I8f6a5e4ecfe5def456fdf19cca5ca451c13d7f35
      Reviewed-on: https://chromium-review.googlesource.com/718420
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    • Fix multiview transform feedback test · 3755c48d
      Olli Etuaho authored
      The multiview transform feedback test was not compliant with the GLES
      spec for transform feedback. The issue had to do with this part of
      section 2.15.2 of GLES 3.0.5 spec:
      
      "The error INVALID_OPERATION is also generated by
      BeginTransformFeedback if no binding points would be used, either
      because no program object is active or because the active program
      object has specified no output variables to record."
      
      Fix this.
      
      BUG=angleproject:2184
      TEST=angle_end2end_tests on NVIDIA 387.92 drivers
      
      Change-Id: I24816d2c24df0072179f21ead892bd2c9ba696d2
      Reviewed-on: https://chromium-review.googlesource.com/718702
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    • Move incomplete texture logic to shared helper. · 42975644
      Jamie Madill authored
      The incomplete texture handling is similar between the D3D and Vulkan
      back-ends. We create 1x1 textures, initialize them to black, and bind
      them when we detect incomplete textures. We would also bind incomplete
      textures when we detect feedback loops. In the GL back-end, we
      wouldn't detect feedback loops, and would allow the driver to handle
      incompleteness.
      
      Instead implement this in a shared helper class, and do the feedback
      loop detection in the front-end for every back-end. This makes our
      behaviour more consistent between back-ends, and prevents undefined
      behaviour.
      
      Because initializing multisample textures is tricky (they
      can't be updated with TexImage calls) we do a bit of a workaround so
      the back-end can clear the incomplete multisample texture initially.
      
      This progresses the initial Vulkan textures implementation.
      
      BUG=angleproject:2167
      
      Change-Id: I79ddcc0711fcc986f2578a52ac6f701231d241ac
      Reviewed-on: https://chromium-review.googlesource.com/700993Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
      Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • Skip WindowDifferentConfig on Windows · 41200d21
      Yuly Novikov authored
      Actually failing on Win Intel D3D11,
      but not possible to test for Intel D3D11 since GL_RENDERER is NULL.
      
      BUG=angleproject:2183
      TBR=jmadill@chromium.org
      
      Change-Id: I894b2772af1154a86354ca755a06f146b33a4ed8
      Reviewed-on: https://chromium-review.googlesource.com/716801
      Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
      Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
  2. 12 Oct, 2017 9 commits
  3. 11 Oct, 2017 6 commits
  4. 10 Oct, 2017 9 commits
  5. 09 Oct, 2017 1 commit
  6. 07 Oct, 2017 1 commit
  7. 06 Oct, 2017 3 commits
  8. 05 Oct, 2017 5 commits
  9. 04 Oct, 2017 2 commits