1. 13 Apr, 2021 12 commits
  2. 12 Apr, 2021 8 commits
  3. 11 Apr, 2021 1 commit
  4. 10 Apr, 2021 5 commits
  5. 09 Apr, 2021 11 commits
  6. 08 Apr, 2021 3 commits
    • Tests: Add Call Break: Offline Card Game trace · c2075d81
      Cody Northrop authored
      Test: angle_perftests --gtest_filter="*call_break_offline_card_game*"
      Tbr: jmadill@google.com,timvp@google.com
      Bug: b/184866238
      Bug: angleproject:5837
      Change-Id: I39035e62559d6a28fd1ae62ee6ffe6323d94931f
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2815780Reviewed-by: 's avatarCody Northrop <cnorthrop@google.com>
      Commit-Queue: Cody Northrop <cnorthrop@google.com>
    • Revert "Fix multithreaded crash on draw commands on D3D11 backend." · fc189386
      Doug Horn authored
      This reverts commit 8b9889bf.
      
      Reason for revert: Breaks CI
      
      Original change's description:
      > Fix multithreaded crash on draw commands on D3D11 backend.
      >
      > A crash can occur if thread A is executing eglDestroyContext while
      > thread B issues a draw call, if the threads are interleaved in such a
      > manner that a makeCurrent occurs without triggering a change to the
      > global context and a dirtyAllState call. We handle that case by
      > explicitly making current the proper contexts in the eglDestroyContext
      > call.
      >
      > A test has been added that triggers a crash without this fix when
      > running on the D3D11 backend. In addition, all of MultithreadingTest
      > is enabled for the D3D11 backend.
      >
      > Test: Ran MultithreadingTest. Test exhibits a crash before this
      > change, and does not after this change. Also ran:
      >     dEQP-EGL.functional.sharing.gles2.multithread.*
      >     dEQP-EGL.functional.multithread.*
      >
      > Bug: b/183756357
      > Change-Id: Ic6f76a062868b2f3b4e60d29dc087ec180bfb7cd
      > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2798591
      > Reviewed-by: Geoff Lang <geofflang@chromium.org>
      > Reviewed-by: Jamie Madill <jmadill@chromium.org>
      > Commit-Queue: Doug Horn <doughorn@google.com>
      
      Bug: b/183756357
      Change-Id: I2e9d6385576330f84623d7dafbf690642fcb441f
      No-Presubmit: true
      No-Tree-Checks: true
      No-Try: true
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2815242
      Commit-Queue: Doug Horn <doughorn@google.com>
      Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
    • PPO: Fix updating sampler uniforms between draws · 0261b1d3
      Tim Van Patten authored
      Updating sampler uniforms when using PPOs is currently broken, since the
      Context/State use the currently bound ProgramExecutable which belongs to
      the PPO, but the updates only happen to the Program's executable that
      the uniform belongs to.
      
      This change updates Program::updateSamplerUniform() to update any PPO
      ProgramExecutables with the updated texture information when a Program's
      sampler uniforms are updated, so the Context/State use the correct data.
      
      Bug: b/182409935
      Test: ProgramPipelineTest31.SampleTextureAThenTextureB
      Test: SamplersTest31.SampleTextureAThenTextureB
      Change-Id: I3c4e156c6e0c781e706f321f0bd12baf484ff42a
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2797951
      Commit-Queue: Tim Van Patten <timvp@google.com>
      Reviewed-by: 's avatarCody Northrop <cnorthrop@google.com>
      Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>