1. 16 May, 2016 2 commits
    • Switch implementation · 9aa83a93
      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: 's avatarAlexis Hétu <sugoi@google.com>
      Reviewed-by: 's avatarNicolas Capens <capn@google.com>
    • Added vertex attribute types · 70085ba5
      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: 's avatarAlexis Hétu <sugoi@google.com>
      Reviewed-by: 's avatarNicolas Capens <capn@google.com>
  2. 13 May, 2016 5 commits
  3. 12 May, 2016 4 commits
  4. 11 May, 2016 4 commits
  5. 10 May, 2016 3 commits
  6. 09 May, 2016 1 commit
  7. 04 May, 2016 3 commits
  8. 02 May, 2016 1 commit
  9. 30 Apr, 2016 1 commit
  10. 29 Apr, 2016 4 commits
  11. 28 Apr, 2016 4 commits
  12. 27 Apr, 2016 2 commits
  13. 26 Apr, 2016 4 commits
  14. 22 Apr, 2016 2 commits