1. 29 Feb, 2016 2 commits
  2. 26 Feb, 2016 2 commits
    • Add suppressions for dEQP-GLES3 on Linux · ff92e1f5
      Corentin Wallez authored
      BUG=angleproject:1323
      
      Change-Id: Id437ecd8c05e151558b66294f4c0946e0fee2df9
      Reviewed-on: https://chromium-review.googlesource.com/329049Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarKenneth Russell <kbr@chromium.org>
      Commit-Queue: Corentin Wallez <cwallez@chromium.org>
    • Choose D3D11 swizzle formats in gen_texture_format_table.py · bc49758c
      Olli Etuaho authored
      Making swizzle format data come from the ANGLE format table will make
      it easier to make changes that affect both swizzle formats and regular
      texture formats. Swizzle format is now specified manually for some
      tricky formats, but for most it can be determined automatically from
      the ANGLE texture format info.
      
      The ANGLE texture format info in texture_format_table.json is changed
      to facilitate this. The componentType field now captures only whether
      the data is normalized, int or float and its signedness, but not the
      width of the data type. Bit widths of the individual channels are
      recorded in a separate "bits" object for each ANGLE format entry.
      
      Also, a new 16-bit RGBA UNORM ANGLE format is added to support
      swizzling 16-bit normalized depth formats.
      
      This change is mostly just refactoring, but it fixes swizzling for
      formats which have less bits for alpha than other channels:
      
      - RGB10_A2
      - RGB10_A2UI
      - RGB5_A1
      
      BUG=angleproject:1322
      BUG=angleproject:1244
      TEST=angle_end2end_tests,
           dEQP-GLES3.functional.texture.swizzle.* (all pass)
      
      Change-Id: I87d8a9cc0b6569191f50c41754d77b20ca6afef9
      Reviewed-on: https://chromium-review.googlesource.com/329074Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
  3. 25 Feb, 2016 5 commits
  4. 24 Feb, 2016 2 commits
  5. 23 Feb, 2016 6 commits
  6. 22 Feb, 2016 5 commits
  7. 19 Feb, 2016 1 commit
  8. 18 Feb, 2016 5 commits
  9. 17 Feb, 2016 1 commit
  10. 15 Feb, 2016 2 commits
    • Use texture base level to implement textureSize on D3D11 HLSL · bce743ab
      Olli Etuaho authored
      HLSL GetDimensions call doesn't take the texture base level into account,
      so ANGLE needs to use the texture base level passed in uniforms to
      emulate ESSL textureSize() which does take it into account.
      
      After this change the relevant dEQP tests pass on NVIDIA, Intel is still
      suffering from an issue where a wrong value is returned when the lod
      is > 0 (tested on Intel HD Graphics 4600). AMD is also suffering from an
      unknown issue.
      
      BUG=angleproject:596
      TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
           (all pass on NVIDIA now), angle_end2end_tests
      
      Change-Id: I13e33d126008ecdf2b89461a3fb5040949cf19e2
      Reviewed-on: https://chromium-review.googlesource.com/322123Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    • Pass texture base level to shaders on D3D11 · 618bebcd
      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: 's avatarCorentin Wallez <cwallez@chromium.org>
      Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
  11. 13 Feb, 2016 1 commit
  12. 12 Feb, 2016 2 commits
  13. 11 Feb, 2016 5 commits
  14. 10 Feb, 2016 1 commit