1. 07 Sep, 2017 2 commits
    • GL: Optimize multi-view layered Clear* commands · 61e710b6
      Martin Radev authored
      Until this patch multi-view layered framebuffers used to be cleared by
      attaching a single layer of each attachment to a framebuffer and calling
      the Clear* command for that internal framebuffer.
      According to the GL 4.1+ specifications, Clear* commands clear all of
      the layers of an attached 2D texture array. If all of the layers are
      active for a multi-view layered framebuffer, then we can directly call
      the corresponding Clear* command instead of iterating over each layer
      and clearing it.
      
      BUG=angleproject:2062
      TEST=angle_end2end_tests
      
      Change-Id: Ie4dfd9fff47715b502f358272bfc47c0373c4e91
      Reviewed-on: https://chromium-review.googlesource.com/649209
      Commit-Queue: Martin Radev <mradev@nvidia.com>
      Reviewed-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
    • D3D11: Select view in vertex shader · c1d4e550
      Martin Radev authored
      View selection can happen in the vertex shader through the optional
      feature VPAndRTArrayIndexFromAnyShaderFeedingRasterizer.
      
      BUG=angleproject:2062
      TEST=angle_end2end_tests
      
      Change-Id: Iaf65685e04f828b0936295fea867f6f6cbe69bee
      Reviewed-on: https://chromium-review.googlesource.com/628419
      Commit-Queue: Martin Radev <mradev@nvidia.com>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
  2. 06 Sep, 2017 5 commits
  3. 05 Sep, 2017 5 commits
  4. 04 Sep, 2017 1 commit
  5. 02 Sep, 2017 1 commit
  6. 01 Sep, 2017 8 commits
  7. 31 Aug, 2017 11 commits
  8. 30 Aug, 2017 5 commits
  9. 29 Aug, 2017 2 commits