1. 19 Sep, 2017 4 commits
    • Vulkan: Use environment override to load layers. · b8bbbf9e
      Jamie Madill authored
      Instead of using a compile-time define, use an OS call to override
      the environment variable the loader uses to look for layers. This
      should allow us to have a run-time override mechanism, so we can
      more easily use ANGLE with RenderDoc and other tools that hook
      into the layers for debugging and profiling purposes.
      
      This should also allow the developer to install and use their own
      layers with ANGLE if desired.
      
      This patch removes the angle_loader.h generation since it is no
      longer necessary.
      
      It also fixes an unrelated loader warning that occured when releasing
      the current pipeline object.
      
      BUG=angleproject:1898
      
      Change-Id: Ic4a5120a6b73745397451ef9e3897e157da1feda
      Reviewed-on: https://chromium-review.googlesource.com/671490Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarFrank Henigman <fjhenigman@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • Vulkan: Fix deleting in-use Pipeline. · abd31359
      Jamie Madill authored
      This warning was popping up with a new version of the layers when
      running the hello_triangle sample. Fix it by assigning the current
      Serial ID to the Context for the current pipeline. A more robust
      fix in the future would probably be to assign Serial IDs to the
      Pipelines themselves.
      
      BUG=angleproject:1898
      
      Change-Id: Ib5e8ea7c4c26907d1987529d8127249f9b18e17f
      Reviewed-on: https://chromium-review.googlesource.com/672146Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarFrank Henigman <fjhenigman@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • Improve speed of iterating dirty textures. · 0f80ed86
      Jamie Madill authored
      We had a performance regression in the Textures benchmark. What the
      test was doing was iterating over all possible texture state,
      ensuring the active texture was dirty every frame. This is an attempt
      to improve on the speed by not doing as much resetting work in
      State::syncProgramTextures. It introduces an active textures mask to
      speed iteration over the active texture set.
      
      Also makes a refactoring change to Context to make it easier to limit
      caps to an implementation maxium. The number of active textures is
      limited to 64 so they easily fit in the bitset mask, with a limit of
      32 per shader stage. No mask is currenly kept for compute shaders.
      
      With the fix the performance should be about the same as before (which
      is good, as the test always sets the textures dirty).
      
      Test: TexturesBenchmark.Run/gl_8_textures_5_rebind_3_state_8_mips
      
      BUG=chromium:765363
      BUG=angleproject:1387
      
      Change-Id: I8bcf95be3671195373573f89f406edaba40aa1be
      Reviewed-on: https://chromium-review.googlesource.com/670279Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Reviewed-by: 's avatarFrank Henigman <fjhenigman@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • Put MurmurHash3 functions in the angle namespace · 8b2142e3
      Kai Ninomiya authored
      To prevent collisions when linking with other copies of MurmurHash3.
      
      BUG=697758
      
      Change-Id: Id8a5c709ba972812ffa3ca143e7553cbf05fc57a
      Reviewed-on: https://chromium-review.googlesource.com/671194
      Commit-Queue: Kai Ninomiya <kainino@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
  2. 18 Sep, 2017 9 commits
  3. 16 Sep, 2017 1 commit
  4. 15 Sep, 2017 4 commits
  5. 14 Sep, 2017 7 commits
  6. 13 Sep, 2017 5 commits
  7. 12 Sep, 2017 10 commits