1. 05 Sep, 2017 4 commits
  2. 04 Sep, 2017 1 commit
  3. 02 Sep, 2017 1 commit
  4. 01 Sep, 2017 8 commits
  5. 31 Aug, 2017 11 commits
  6. 30 Aug, 2017 5 commits
  7. 29 Aug, 2017 7 commits
  8. 28 Aug, 2017 3 commits
    • Add getUniform impl methods. · 54164b0c
      Jamie Madill authored
      This will let us remove some of the uniform data management code in
      the GL front-end, and simplify the GL back-end. It will also enable
      us to implement uniform data more efficiently in the D3D11 back-end,
      and probably Vulkan back-end later.
      
      This also implements a new impl method for the ProgramGL class to
      flag optimized-out uniforms as no longer used, post-link. This is
      important because otherwise the optimized uniforms get assigned
      valid locations, and then the getUniform calls are expected to
      succeed.
      
      We also use a workaround for uniform value queries for the GL
      back-end. It seems as though some drivers (seen on NVIDIA and AMD)
      may not properly clamp to the maximum representable integer value
      when querying out-of-range floating point values. Work around this by
      always calling the driver with the proper type and then casting the
      value in ANGLE.
      
      BUG=angleproject:1390
      
      Change-Id: I03dc2382e7af52455c356a2bf3971a4d1bd46ec6
      Reviewed-on: https://chromium-review.googlesource.com/616785
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    • Fix EP generation event output format for uint. · ff161f83
      Jamie Madill authored
      This should be %u not %d.
      
      BUG=angleproject:1309
      
      Change-Id: I1fe1b8df9ea4f9123fc05e9ff58afa1f7723692c
      Reviewed-on: https://chromium-review.googlesource.com/636521Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • D3D11: Copy external offscreen texture when required. · a42a4e5e
      Jamie Madill authored
      In some cases ANGLE gets an external back buffer texture for our
      SwapChain11 class, and in some of these cases we get an offscreen
      texture that can't be used as a shader resource. The becomes a problem
      for some copy operations that use a shader to convert texture formats.
      
      Work around this problem by making a shadow copy of the texture that
      has sampling enabled - it is possible to use CopyResource to copy
      between them.
      
      BUG=chromium:752917
      
      Change-Id: Ib757949d3d06295a118b055bf37311f820f7149c
      Reviewed-on: https://chromium-review.googlesource.com/638551Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>