- 15 Feb, 2016 1 commit
-
-
Olli Etuaho authored
The base level is passed to shaders in an array included in the driver uniform block. This is done on feature levels above 9_3, which treat samplers as indices to sampler arrays in shaders. A separate uniform block couldn't be used for the sampler metadata, since that would bring the number of available uniform blocks down to below minimum level defined by GLES 3.0. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: Ie040521402f9996d51a978aeeba9222e9dd761ce Reviewed-on: https://chromium-review.googlesource.com/326290Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
-
- 13 Feb, 2016 1 commit
-
-
Jamie Madill authored
This was probably omittted some time ago, and was showing up as garbage in the debugger in some cases. BUG=angleproject:1260 Change-Id: Ifca5243d0c94e7659a2245e327a72eed9dd918ab Reviewed-on: https://chromium-review.googlesource.com/327401Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
- 12 Feb, 2016 2 commits
-
-
Ian Ewell authored
Queries in D3D11 are now virtualized such that they work as expected with multiple contexts. Timer queries now only time the operations that their context is responsible for and the operations of other contexts are ignored. BUG=angleproject:657 Change-Id: I667de594bdb5831d126d5801c0e692ded4c88bf4 Reviewed-on: https://chromium-review.googlesource.com/327150Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
-
Jamie Madill authored
This is a pure refactoring change, and should behave identically. BUG=angleproject:1260 Change-Id: I44f5ef2f1444ffd8f8dd6ce55c266ec95781a6d8 Reviewed-on: https://chromium-review.googlesource.com/327266Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
- 11 Feb, 2016 5 commits
-
-
Cooper Partin authored
Change-Id: I0757874fad5f665cf4629092ad2d0d5982ca4856 Reviewed-on: https://chromium-review.googlesource.com/327301Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Cooper Partin authored
Non-instanced PointSprite emulation for lower feature levels is implemented using D3D DrawIndexedInstanced and an instanced vertex buffer containing a pointsprite quad. GL instanced rendering using glDrawArraysInstanced and glDrawElementsInstanced with pointsprite emulation is performed using a for-loop. The loop iterates over each instance to render and adjusts the buffer offsets accordingly. This is not performant and is only used and required by this chosen pointsprite emulation method. Indexed instanced (glDrawElementsInstanced), uses the same offset loop because the vertex buffer containing the data to be rendered has already been expanded using getEmulatedIndexedBuffer(). Expanding the buffer makes the two rendering operations similar enough to share code. BUG=angleproject:1279 TEST=angle_end2end_tests Change-Id: If46cc9f158e29f5518c70ad630b3228f474a9f8b Reviewed-on: https://chromium-review.googlesource.com/321407Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
-
Jamie Madill authored
See dEQP-GLES3.functional.fbo.color.repeated_clear.sample.tex2d.rgba8 This test uses ClearRenderTargetView to clear various FBO textures, but it does not seem to work correctly on my Nvidia configuration. It has been reported to Nvidia. It also seems to fail on Intel. Current GPU: NVIDIA GeForce GTX 660 Current Driver: 10.18.13.5598 (9-13-2015) Works on Desktop OpenGL back-end, also on AMD R5230 BUG=angleproject:1305 Change-Id: I4b53b7376faf71f234d05c90f4fb55462de23e36 Reviewed-on: https://chromium-review.googlesource.com/314304Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Olli Etuaho authored
Texture swizzle cache needs to be initialized so that the keys do not represent a valid swizzle state before any swizzled textures have been cached. BUG=angleproject:1095 TEST=dEQP-GLES3.functional.texture.swizzle.* (all pass) Change-Id: I66c10ed49134875d29b07852488a41a776e8fb67 Reviewed-on: https://chromium-review.googlesource.com/326971Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
-
John Bauman authored
This is essentially a reland of 9cf9bcbe This code always allocates a new memory buffer for the texture memory, picks a load function to copy/convert the input data into it, and the uploads. In the case where the input format matches the upload format we should be able to skip the allocation and copy and be much happier. Change-Id: If4281aeb4cd7bbbebba60122a10610a916833052 Reviewed-on: https://chromium-review.googlesource.com/326852 Tryjob-Request: John Bauman <jbauman@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: John Bauman <jbauman@chromium.org>
-
- 10 Feb, 2016 1 commit
-
-
Kenneth Russell authored
BUG=chromium:585270 Change-Id: I94b78d21aa700fbc7549f9f30534ba9f414780a3 Reviewed-on: https://chromium-review.googlesource.com/326924Reviewed-by:
Jamie Madill <jmadill@chromium.org>
-
- 09 Feb, 2016 9 commits
-
-
Kenneth Russell authored
This reverts commit b36b491c. Forgot to restart the tryserver.chromium.angle waterfall to add this bot, and now waterfall restarts are broken: http://crbug.com/585632 . Change-Id: Id25ac99a54013a9dd1406d4680717bef12a75940 Reviewed-on: https://chromium-review.googlesource.com/327033Reviewed-by:
Kenneth Russell <kbr@chromium.org>
-
Kenneth Russell authored
BUG=chromium:585270 Change-Id: I9d95667d676f54bfe8901a428a6cb5eddf927819 Reviewed-on: https://chromium-review.googlesource.com/326830Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
-
Ian Ewell authored
On Mac, the timer queries tests have flakiness as the tests may timeout before the query result is available. The time to wait before throwing a timeout error in the tests was therefore increased by a factor of 20. BUG=585498 Change-Id: I55047ee7759e6d2dde69294df451202dfb498034 Reviewed-on: https://chromium-review.googlesource.com/327031 Commit-Queue: Ian Ewell <ewell@google.com> Reviewed-by:
Ian Ewell <ewell@google.com>
-
Ian Ewell authored
In the current implementation of query virtualization, queries are paused/resumed during draw calls. Timer queries however are affected by every OpenGL call, so virtualization and context switches for timer queries must happen every time there is a context switch. Thus the logic for context-switching queries was moved to a new function in the GL state manager that is called everytime a makeCurrent call on the context is made. Since queries may be made after a context is made current, the state manager needs to keep track of any new queries that are started in a context, so an additional delegate function was added to the state manager that is called every time a glBeginQuery() call is made that adds the query object to a set. All the queries in that set are paused when a context switch is made and the queries in the new context are then loaded and resumed. BUG=angleproject:1307 Change-Id: I4e596d83739274cb2e14152a39e86e0e51b0f95c Reviewed-on: https://chromium-review.googlesource.com/325811Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Ian Ewell <ewell@google.com>
-
Corentin Wallez authored
On swarming the dEQP GTEST initialization failures would show as green because the FAIL GTEST macro was called outside of a test. Use exit(-1) instead that shows up as red on the bots. BUG=580045 Change-Id: Icf82a8593a11fe7e992778ffd8c682f6738c39a6 Reviewed-on: https://chromium-review.googlesource.com/326690Reviewed-by:
Geoff Lang <geofflang@chromium.org>
-
Corentin Wallez authored
BUG=580045 Change-Id: I3424568c6b200d6b6eb9921c6c09a3b3c974d710 Reviewed-on: https://chromium-review.googlesource.com/326320Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
-
Jamie Madill authored
The spec mandates that the instance name of a block determines how the active uniform name for this field is reported. However, our handling of this was a bit bugged. We would include the proper prefix on the compiler-side, but this mangled the hashing, and was also not strictly needed. We now also expose the instance name, so we can determine the proper prefix for variable linking on the GL-side of things. This also is consistent with how we handle other spec issues, where the GL-side handles the GL-API specific functionality. This also allows us to fix name hashing of instanced uniform blocks, which was previously broken because we would hash the full name of the active uniform, instead of just the field. BUG=angleproject:1306 Change-Id: I06ace6dbc3f75fdd8129677360dcc142aa89136e Reviewed-on: https://chromium-review.googlesource.com/326681Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Olli Etuaho authored
These files are not included in the build, they have been replaced by autogenerated files. TEST=build on Windows Change-Id: I6b8448d6f2426bc05c01b7ec6db605e6047ee207 Reviewed-on: https://chromium-review.googlesource.com/326660Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
-
Geoff Lang authored
BUG=angleproject:1260 Change-Id: I3773297a4e517e2fca7072f56f3bdbec0a561d9a Reviewed-on: https://chromium-review.googlesource.com/326851Reviewed-by:
Geoff Lang <geofflang@chromium.org>
-
- 08 Feb, 2016 5 commits
-
-
Corentin Wallez authored
BUG=angleproject:1308 Change-Id: I00bd2ea939b633817662205eb7879efb7f99965f Reviewed-on: https://chromium-review.googlesource.com/326400Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
-
Austin Kinross authored
- Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
-
Jamie Madill authored
This is a refactoring patch only, and doesn't change the behaviour. The intent is to make it easy to turn on the Framebuffer dirty bits in a subsequent patch, once we can cleanly handle textures and renderbuffers getting recreated. BUG=angleproject:1260 Change-Id: Iaa5cfe222b020724e088eee5f1ae909b6f981a08 Reviewed-on: https://chromium-review.googlesource.com/325423Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Corentin Wallez authored
Recently git cl format has started requiring GN and would fail when run in the ANGLE standalone repository because the binary was not present. BUG= Change-Id: I0482db6fd6a868dc02ef6e395e6ff4817623c291 Reviewed-on: https://chromium-review.googlesource.com/326420Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
-
Jamie Madill authored
Compile failure on Clang/Win: The reason for reverting is: FAILED: ninja -t msvc -e environment.x86 -- "..\..\third_party/llvm-build/Release+Asserts/bin/clang-cl" -m32 /nologo /showIncludes /FC @obj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj.rsp /c ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp /Foobj\third_party\angle\src\tests\egl_tests\angle_end2end_tests.EGLPresentPathD3D11Test.obj /Fdobj\gpu\angle_end2end_tests.cc.pdb In file included from ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp:7: In file included from ..\..\third_party\angle\src\tests\test_utils/ANGLETest.h:13: ..\..\testing\gtest\include\gtest/gtest.h(1392,16) : error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare] if (expected == actual) { ~~~~~~~~ ^ ~~~~~~ ..\..\testing\gtest\include\gtest/gtest.h(1422,12) : note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here return CmpHelperEQ(expected_expression, actual_expression, expected, ^ ..\..\third_party\angle\src\tests\egl_tests\EGLPresentPathD3D11Test.cpp(281,9) : note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch); ^ ..\..\testing\gtest\include\gtest/gtest.h(1960,32) : note: expanded from macro 'ASSERT_EQ' # define ASSERT_EQ(val1, val2) GTEST_ASSERT_EQ(val1, val2) ^ ..\..\testing\gtest\include\gtest/gtest.h(1943,67) : note: expanded from macro 'GTEST_ASSERT_EQ' EqHelper<GTEST_IS_NULL_LITERAL_(expected)>::Compare, \ ^ BUG=angleproject:1219 This reverts commit 6b3c1db5. Change-Id: Ia67ab82dd13295dc03235d57fa417c73f20a49e6 Reviewed-on: https://chromium-review.googlesource.com/326680Reviewed-by:Jamie Madill <jmadill@chromium.org>
-
- 06 Feb, 2016 2 commits
-
-
Jamie Madill authored
The redesigned code places the internal buffers and input elements for instance point sprite emulation (FL9_3) at the start of the arrays, instead of swapping with the first non-instanced element. This makes the tracking logic of the caching somewhat cleaner. This facilitates the work of implementing instancing-on-instancing for FL9_3 conformance. BUG=angleproject:1279 Change-Id: Ifb030816a313b1e8b916c57ef05915914443312a Reviewed-on: https://chromium-review.googlesource.com/325090Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Jamie Madill authored
Fails on the Windows builders: https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Builder/builds/42201 e:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\libangle\renderer\d3d\d3d11\load_functions_table_autogen.cpp(787) : error C2440: 'return' : cannot convert from 'const std::map<GLenum,rx::LoadImageFunction,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>>' to 'const std::map<GLenum,rx::d3d11::LoadImageFunctionInfo,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>> &' with [ _Kty=GLuint , _Ty=rx::LoadImageFunction ] and [ _Kty=GLuint , _Ty=rx::d3d11::LoadImageFunctionInfo ] Reason: cannot convert from 'const std::map<GLenum,rx::LoadImageFunction,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>>' to 'const std::map<GLenum,rx::d3d11::LoadImageFunctionInfo,std::less<_Kty>,std::allocator<std::pair<const _Kty,_Ty>>>' with [ _Kty=GLuint , _Ty=rx::LoadImageFunction ] and [ _Kty=GLuint , _Ty=rx::d3d11::LoadImageFunctionInfo ] No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called This reverts commit 52d3e43b. Change-Id: I83774ea09ccbb2b92ff609714e1c7201beb775bc Reviewed-on: https://chromium-review.googlesource.com/326540Reviewed-by:
Jamie Madill <jmadill@chromium.org>
-
- 05 Feb, 2016 7 commits
-
-
Jamie Madill authored
Pass the FBO attachment to the Buffer packing method so we can retrieve the layer of the attachment when doing an asynchronous readback. Also take advantage of the TextureHelper11 class to remove some redundant code. BUG=angleproject:1290 Change-Id: I26bb21a03e0ff7a42aab4eee75f3c3d12915f398 Reviewed-on: https://chromium-review.googlesource.com/324021Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
John Bauman authored
This is essentially a reland of 9cf9bcbe This code always allocates a new memory buffer for the texture memory, picks a load function to copy/convert the input data into it, and the uploads. In the case where the input format matches the upload format we should be able to skip the allocation and copy and be much happier. Change-Id: I3c1a0ab34be91c7d39eb2d0866029d01352b6056 Reviewed-on: https://chromium-review.googlesource.com/325526 Tryjob-Request: John Bauman <jbauman@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
-
Corentin Wallez authored
BUG=580045 Change-Id: I917f62dca047ca163bfdbcc5437b2fc1d7a1e020 Reviewed-on: https://chromium-review.googlesource.com/326401Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
-
Ian Ewell authored
Timer queries without context virtualization are now supported in the Direct3D11 backend. Only the elapsed time portion of the GL extension is supported though due to limitations of D3D11 preventing a reliable implementation of the timestamp functionality. As a result of this, the counter bits for the timestamp is set to 0 and any queries of the timestamp will always return 0. BUG=angleproject:657 Change-Id: I51ca1a1a6bd6bc13155cebeacdca414b764db168 Reviewed-on: https://chromium-review.googlesource.com/325780Reviewed-by:
Jamie Madill <jmadill@chromium.org>
-
Austin Kinross authored
This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c Reviewed-on: https://chromium-review.googlesource.com/321360Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
-
Corentin Wallez authored
They are no longer needed by Chromium. BUG=522967 Change-Id: I187eed52378a58f3ea24c3e21082c6a93e56da7f Reviewed-on: https://chromium-review.googlesource.com/325330Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
-
Minmin Gong authored
Adds a new extension to allow transcode ETC formats to suitable BC formats. This commit implements ETC1 to BC1. More formats will be supported soon. BUG=angleproject:1285 Change-Id: Iacbfbc2248dfe1aebf24b92696249a9404e331cd Reviewed-on: https://chromium-review.googlesource.com/316511Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
-
- 03 Feb, 2016 3 commits
-
-
John Bauman authored
Pbuffers created using eglCreatePbufferFromClientBuffer from share handles created using keyed mutexes can now have their keyed mutex queried. All other pbuffers will continue to be created without keyed mutexes. BUG=337606 Change-Id: Id9039064dd8c89fe1706cc8ecb31111c994761fc Reviewed-on: https://chromium-review.googlesource.com/324253Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
-
Geoff Lang authored
This reverts commit 3026829e. Change-Id: I0b4c3f5b1453b993b149423bb1ce407f4918cf54 Reviewed-on: https://chromium-review.googlesource.com/325435Reviewed-by:
Geoff Lang <geofflang@chromium.org>
-
Olli Etuaho authored
The base level is passed to shaders in a uniform block created specifically for passing sampler metadata. This is done on feature levels above 9_3, which treat samplers as indices to sampler arrays in shaders. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I846f2fc195ab1fd884052824ffd3c1d65083c0fb Reviewed-on: https://chromium-review.googlesource.com/322122Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
-
- 02 Feb, 2016 4 commits
-
-
Jamie Madill authored
Non-zero layer attachments are FBO attachments of 3D textures bound from a layer other than zero. These haven't ever worked AFAIK. Fix them by retrieving the correct layer from the FBO attachment. Note: 3D attachments are still broken with PBO ReadPixels. The fix for those will come in a subsequent patch. BUG=angleproject:1290 Change-Id: I5417e7374188dd320e1209d006723ce070f98561 Reviewed-on: https://chromium-review.googlesource.com/323472 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org>
-
Jamie Madill authored
Use the TextureHelper class to abstractly handle 2D and 3d textures. Also refactor the Image11 copy methods to be a bit cleaner and not use the copy conversion path when unnecessary. This patch does not yet fix layer attachments - the fix for that will come up in a subsequent patch. BUG=angleproject:1290 Change-Id: If8b7aa8848ca4260e0dde690e7a99e115a97fabb Reviewed-on: https://chromium-review.googlesource.com/323442 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Jamie Madill authored
This makes debugging using graphics tools easier on Windows. BUG=angleproject:1290 BUG=angleproject:1299 Change-Id: Ia3889c10fd8e23486f0122e0b567c470517bc9e0 Reviewed-on: https://chromium-review.googlesource.com/324821Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
-
Austin Kinross authored
BUG=angleproject:1219 Change-Id: I1e303ec30ffe877aebf00720620b818c335fac76 Reviewed-on: https://chromium-review.googlesource.com/310652Reviewed-by:
Geoff Lang <geofflang@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Tested-by:
Austin Kinross <aukinros@microsoft.com>
-