- 17 May, 2016 1 commit
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Nicolas Capens authored
Bug 27225594 Change-Id: Ice38ce8ca8ef157e24d309fe6ac9ce2f69e9e816 Reviewed-on: https://swiftshader-review.googlesource.com/5363Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 16 May, 2016 4 commits
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Nicolas Capens authored
Change-Id: I47447de635055f9fadf43a71f5423e8fcba884aa Reviewed-on: https://swiftshader-review.googlesource.com/5358Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: If473b7d83e54ccdca710dffe353b539213ae2046 Reviewed-on: https://swiftshader-review.googlesource.com/5357Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Implemented switch/case for glsl in OpenGL ES 3.0. For simplicity, it is implemented as a loop without a condition, so break statements work properly like so: begin switch if(...) // 1st case ... else if(...) // other cases ... else // default case ... end switch // Anchor point for break statements All related dEQP tests pass, except 7 tests where vertex shaders contain a switch or a loop within another switch. These 7 failures have only about 5% of bad pixel and seem to be related to an issue with int(floor(...)), since the equivalent tests inside the fragment shader pass. KNOWN ISSUE: If a switch is within a loop and one of the cases contains a "continue" statement, this will not be handled correctly at the moment. There are no dEQP tests for this at the moment, AFAIK. Change-Id: I3ba34ab06a759d07e8520f6a87d75036a5cdaef5 Reviewed-on: https://swiftshader-review.googlesource.com/5272Tested-by:Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Added a few types: - Half float - 2_10_10_10_INT - 2_10_10_10_UINT Related dEQP tests pass. Change-Id: I2fb04fee89c3d69367dc2e401ac53d9758add9bf Reviewed-on: https://swiftshader-review.googlesource.com/5356Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 13 May, 2016 5 commits
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Nicolas Capens authored
Change-Id: I093be383c0c5b111592acad4cc9301711c75ab88 Reviewed-on: https://swiftshader-review.googlesource.com/5362Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I3aaf4819fa629282ebeb9f7e70fbae53c261c25d Reviewed-on: https://swiftshader-review.googlesource.com/5355Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I1444a3d15977c2617866f293e0ac0ccbd253d878 Reviewed-on: https://swiftshader-review.googlesource.com/5353Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: Ifb474e6ab12b254599b6d1713f9f2a01b869e09d Reviewed-on: https://swiftshader-review.googlesource.com/5361Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I7c854c0c357f480b0686b0ed12e371adca8a738f Reviewed-on: https://swiftshader-review.googlesource.com/5354Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 12 May, 2016 4 commits
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Nicolas Capens authored
Change-Id: Iea408eb9beb6aa3eec4d4e64a3bd34510411dfaa Reviewed-on: https://swiftshader-review.googlesource.com/5360Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
This fixes issues on Android where applications use these signals in their normal course of execution. The Mono C# framework uses SIGXCPU for garbage collection, and ART uses SIGSEGV, SIGQUIT, and SIGUSR1. Bug 27555932 Change-Id: I4977b8f0419da660a57a8eeef20a7fe747921a63 Reviewed-on: https://swiftshader-review.googlesource.com/5345Reviewed-by:
Greg Hartman <ghartman@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I8158c0bb2c19d6cdee12a970f24785fae609d5fc Reviewed-on: https://swiftshader-review.googlesource.com/5352Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
https://msdn.microsoft.com/en-us/library/windows/desktop/bb172511(v=vs.85).aspx Change-Id: I2bc8251bce77aacb55fbad1c677f865395f5a986 Reviewed-on: https://swiftshader-review.googlesource.com/5351Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 11 May, 2016 4 commits
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Nicolas Capens authored
Change-Id: I192d8fe104c3734c9c37108312f1dc93470d8d9e Reviewed-on: https://swiftshader-review.googlesource.com/5342Reviewed-by:
Shannon Woods <shannonwoods@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I9fe9bd339f2aacb04394259ee8753dbc8e041430 Reviewed-on: https://swiftshader-review.googlesource.com/5340Reviewed-by:
Shannon Woods <shannonwoods@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
When depth and stencil are both present, they must be the same image, or return GL_FRAMEBUFFER_UNSUPPORTED, according to the GLES 3.0 spec, section 4.4.4, Framebuffer Completeness. Change-Id: I607c05617fb55743635eda987da6de523385d92b Reviewed-on: https://swiftshader-review.googlesource.com/5262Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I4a7aeefedcd2d891093520d5a10ebefadcddb5be Reviewed-on: https://swiftshader-review.googlesource.com/5320Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 10 May, 2016 3 commits
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Nicolas Capens authored
Change-Id: I72439a60850add0600face13c94cc481a7083792 Reviewed-on: https://swiftshader-review.googlesource.com/5221Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Bug 28616401 Change-Id: Ia54134e6e1dc6b101c7f81d9047e9bcc9fab3061 Reviewed-on: https://swiftshader-review.googlesource.com/5311Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Bug 28616401 Change-Id: I888ac3dd3186206c7745c23a542b91510a461f45 Reviewed-on: https://swiftshader-review.googlesource.com/5310Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 09 May, 2016 1 commit
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Nicolas Capens authored
Bug 28474248 Change-Id: I61bf28687623437c6b9b383dc189ffa28ad24c22 Reviewed-on: https://swiftshader-review.googlesource.com/5330Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 04 May, 2016 3 commits
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Nicolas Capens authored
Change-Id: I7f62eae32d2122ec14f400841eaefa3712cf582d Reviewed-on: https://swiftshader-review.googlesource.com/5291Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
The spec states that "If <sync> is not a valid sync object for <dpy>, EGL_FALSE is returned and an EGL_BAD_PARAMETER error is generated." Change-Id: I4bbd2ddfefd7baba9c301decb644bfb545e66f01 Reviewed-on: https://swiftshader-review.googlesource.com/5290Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Implemented modf as trunc + sub Passes all related dEQP tests Change-Id: I43656c51a670d235153e5fac390a8db311b14f8d Reviewed-on: https://swiftshader-review.googlesource.com/5280Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 02 May, 2016 1 commit
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Alexis Hetu authored
Bug 28474248 Change-Id: Id5b93f3494c918cb344e5da7010dfa48a25cdde1 Reviewed-on: https://swiftshader-review.googlesource.com/5263Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 30 Apr, 2016 1 commit
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Nicolas Capens authored
This reverts commit 0637eac3. It's considered a spec bug: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=8656 Change-Id: Id49121d5adf91ecab3d261c3c12e2f879f47e856 Reviewed-on: https://swiftshader-review.googlesource.com/5192Reviewed-by:
Shannon Woods <shannonwoods@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 29 Apr, 2016 4 commits
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Nicolas Capens authored
Change-Id: I1d1a716bd9bd5b636c5b263a7094ff13ac9aa549 Reviewed-on: https://swiftshader-review.googlesource.com/5260Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: Iddd9acf8496abe4dfa147f8a59b4cfb2f23df3a7 Reviewed-on: https://swiftshader-review.googlesource.com/5261Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
This cl adds a utility function that assigns the correct buffer for each linked transform feedback variable. All the information about location and size is sent to the VertexProcessor for use during rendering. Change-Id: I942805250804f56805de1fc117024c20976e83a0 Reviewed-on: https://swiftshader-review.googlesource.com/5174Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Previously we would mask instruction execution after hitting a LEAVE, but still jump back on every loop iteration (even if infinite). This change applies the enableLeave mask to the loop test condition so we break out of the loop when all strands have hit LEAVE. Change-Id: Ia331a91fb363d20743d5b87a468c3cfcaa7b481e Reviewed-on: https://swiftshader-review.googlesource.com/5250Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 28 Apr, 2016 4 commits
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Alexis Hetu authored
The not equal folding logic was wrong. It would end the loop as soon as it found equal components, which was checking if ALL components are not equal, but that's not how not equal works, it should return true if ANY component is not equal. I also refactored it because it was hard to follow, with the boolNodeFlag variable being used upside down of the result. Change-Id: I704f26f2fd31a1cc637f5d7601409de8161c5b80 Reviewed-on: https://swiftshader-review.googlesource.com/5211Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
The SRGB conversion code was already available, but wasn't used specifically for the SRGB type framebuffers. Also, the SRGB conversion should always be applied after blending. According to the GLES 3.0 spec, section 4.1.8 - sRGB Conversion: "the R, G, and B values after blending are converted into the non-linear sRGB color space by computing." All related dEQP tests pass. Change-Id: I9342d2f74aa650f28835a951bdfa8bd371bc6924 Reviewed-on: https://swiftshader-review.googlesource.com/5189Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I0bde678865902d549d4260bf8f6c1a368a46f4d4 Reviewed-on: https://swiftshader-review.googlesource.com/5191Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: If90d45b5f0c83620486dd7b6decc2f0f5fc7e558 Reviewed-on: https://swiftshader-review.googlesource.com/5220Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 27 Apr, 2016 2 commits
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Alexis Hetu authored
Whenever texture projection is used with a constant texture coordinate, folding allows to use the full precision reciprocal and not generate the lower precision reciprocal operation. Change-Id: I6cab6567d63ecd9abe1cedbd7e46e1fd9099a3d3 Reviewed-on: https://swiftshader-review.googlesource.com/5210Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Added constant folding for: rad, deg, sin, cos, tan, asin, acos, atan, sinh, cosh, tanh, asinh, acosh, atanh, log, log2, exp, exp2, sqrt, inverstsqrt Change-Id: Ifc6b089e5981da9a3739d4ed7636953a682ce220 Reviewed-on: https://swiftshader-review.googlesource.com/5200Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 26 Apr, 2016 3 commits
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Alexis Hetu authored
There's an LLVM bug currently that prevents us from using ICMP_EQ, but ICMP_NE works fine, so the "equality" test has been changed to "!inequality" to fix the issue. The fix should be reverted once LLVM is updated to a version where the ICMP_EQ issue is fixed. Change-Id: I79d6ca99554317cc64ffa2905ae2804bd4805e2a Reviewed-on: https://swiftshader-review.googlesource.com/5193Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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Nicolas Capens authored
Bug 27690616 Change-Id: I28b62fc56b0b572c1c9e94499d8a0c4c56737f3c Reviewed-on: https://swiftshader-review.googlesource.com/5190Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Addition evaluates before the ternary operator, which resulted in the wrong sizes being computed. Bug 28346104 Change-Id: Id28843132097a4fb1599eed19c05f479f16f1315 Reviewed-on: https://swiftshader-review.googlesource.com/5187Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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