1. 01 Jun, 2017 1 commit
  2. 31 May, 2017 5 commits
  3. 30 May, 2017 3 commits
  4. 29 May, 2017 9 commits
  5. 26 May, 2017 3 commits
  6. 25 May, 2017 3 commits
  7. 24 May, 2017 12 commits
  8. 23 May, 2017 1 commit
  9. 22 May, 2017 1 commit
  10. 19 May, 2017 2 commits
    • D3D11: Consolidate DSV allocation. · 764a1e76
      Jamie Madill authored
      This uses the new classes introduced in ResourceManager11. Smart
      pointers mean we can use ANGLE_TRY in more places, and don't need
      to manually release these views. There is now a single point in the
      D3D11 back-end where depth stencil views are allocated.
      
      BUG=angleproject:2034
      
      Change-Id: If0de2529ece1298e8babf24c07cc4be9849cc4de
      Reviewed-on: https://chromium-review.googlesource.com/503249Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
    • ES31: Refactor syncState in VertexArrayGL · df682a8e
      Shao authored
      This patch intends to solve several design issues by refactoring
      the process of syncState in VertexArrayGL before implementing
      ES3.1 feature Vertex Attrib Binding on the OpenGL back-end.
      1. Use nullptr as the flag of using client memory pointer
      2. Simplify comparisons in updateAttribPointer.
      3. Put all code related to mFunctions->vertexAttrib*Pointer()
      into an individual function
      4. Remove redundant mStateManager->bindVertexArray() in all
      update* functioins and only call it once in syncState().
      
      BUG=angleproject:1593
      
      Change-Id: I8f68534bb9291a601b9b77954d7281e5171c2b55
      Reviewed-on: https://chromium-review.googlesource.com/465378
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
      Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>