1. 11 May, 2011 4 commits
  2. 05 May, 2011 2 commits
  3. 03 May, 2011 1 commit
  4. 30 Apr, 2011 1 commit
  5. 29 Apr, 2011 2 commits
  6. 28 Apr, 2011 4 commits
  7. 26 Apr, 2011 1 commit
  8. 23 Apr, 2011 1 commit
    • Implement shader identifier name mapping. · fd747b86
      zmo@google.com authored
      The name mapping happens when an identifier is longer than 32 characters.  The name mapping is behind a flag, so it won't happen by default.  Also, functions to query the mapped names are added.
      
      The purpose of this CL is for the drivers that can't handle long names.  For example, linux NVIDIA driver can't handle 256 character name, whereas WebGL spec requires that.
      
      This CL also fixes the issue that some of the TIntermSymbols' ids are 0s.
      
      ANGLEBUG=144
      TEST=test manually with shaders with long identifier names.
      Review URL: http://codereview.appspot.com/4428058
      
      git-svn-id: https://angleproject.googlecode.com/svn/trunk@619 736b8ea6-26fd-11df-bfd4-992fa37f6226
  9. 22 Apr, 2011 3 commits
  10. 14 Apr, 2011 1 commit
  11. 13 Apr, 2011 3 commits
  12. 06 Apr, 2011 2 commits
  13. 04 Apr, 2011 2 commits
  14. 30 Mar, 2011 1 commit
  15. 29 Mar, 2011 4 commits
  16. 24 Mar, 2011 3 commits
  17. 23 Mar, 2011 1 commit
    • Switched to D3D10 shader compiler. · 8ea5afef
      apatrick@chromium.org authored
      I figured out how to call in to D3DCompiler_xx.dll and still get the ID3DXConstantTable metadata used by ANGLE. There are more optimization levels available with this compiler and the lowest level (0) allows MetaTunnel and MandelBox to compile their shaders quickly. MetaTunnel still does not render correctly unfortunately.
      
      I benchmarked eight of the ShaderToy demos and did not notice any performance regression on an nVidia Quadro FX 380. Intel might be adversely affected. I built ANGLE against D3DCompiler_43.dll, while Chrome still ships with 42. I'm not sure if that will make a difference but I'll rev Chrome soon.
      
      I also checked WebGL Aquarium and ran the WebGL conformance tests.
      
      This will also let me roll r590 into Chromium. It turns out the ForceSymbolReferences setting I added to the libGLESv2 target caused the linker to sometimes crash when making changes and the changes between r577 and r590 consistently lead to a crash. libGLESv2 now has a hard dependency on D3DCompiler_xx.dll via the call in Program.cpp and this seems to not make the linker crash.
      Review URL: http://codereview.appspot.com/4275063
      
      git-svn-id: https://angleproject.googlecode.com/svn/trunk@591 736b8ea6-26fd-11df-bfd4-992fa37f6226
  18. 21 Mar, 2011 4 commits