1. 25 Jul, 2016 1 commit
    • D3D11: Allow gl_PointCoord when not rendering points. · c9bde926
      Jamie Madill authored
      ANGLE D3D11 uses a geometry shader to expand points into quads.
      This led to an edge case with gl_PointCoord. When the user references
      gl_PointCoord in the fragment shader but renders with GL_TRIANGLES or
      other non-point primitives, gl_PointCoord is undefined, but ANGLE
      would produce a link error. This would break some very odd edge-case
      shaders (e.g. a shader that is used with both points and triangles).
      
      We can fix this by simply adding a dummy PointCoord value to our
      vertex shader is all cases. If the user renders points, we ignore the
      PointCoord value passed to the geometry shader. If they render tris
      or lines and use PointCoord, the shader signatures will match, and
      PointCoord will even have a sane value of (0.5, 0.5).
      
      BUG=angleproject:1380
      
      Change-Id: I322155cd3801d0241cabc9bb639a5aaa502831b3
      Reviewed-on: https://chromium-review.googlesource.com/362779
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
      Commit-Queue: Zhenyao Mo <zmo@chromium.org>
  2. 24 Jul, 2016 2 commits
  3. 23 Jul, 2016 6 commits
  4. 22 Jul, 2016 7 commits
  5. 21 Jul, 2016 7 commits
  6. 20 Jul, 2016 5 commits
  7. 19 Jul, 2016 10 commits
  8. 18 Jul, 2016 2 commits