- 02 Jun, 2016 2 commits
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Alexis Hetu authored
This code requires flat interpolation to work properly, but otherwise R16I and R16U types should work properly with this code. Other enums added here (remaining combinations of R/GR/ABGR, 8/16, I/U) aren't implemented yet. Change-Id: Ica4e29d0421611e3178a20aadc01f3645dc793bf Reviewed-on: https://swiftshader-review.googlesource.com/5460Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
By default vertex shader outputs/fragment shader inputs are smoothly interpolated. The 'flat' keyword can be used to change the interpolation to "flat", which basically means that no interpolation is performed. "flat" is the only interpolation qualifier accepted for integer types. This change fixes all shaders/precision dEQP tests as well as a few fragment output integer format types related tests. Change-Id: Ic64b0ec40c705d885c255b3b671cf7460965dfee Reviewed-on: https://swiftshader-review.googlesource.com/5390Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 31 May, 2016 3 commits
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Nicolas Capens authored
Change-Id: Iccb3fcb70c99513ce7ffc75b14ec1887e5c21d40 Reviewed-on: https://swiftshader-review.googlesource.com/5441Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: Iae8548c3aa7379f043be3318e59ed39b531e2f07 Reviewed-on: https://swiftshader-review.googlesource.com/5440Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I22abf525f9389cf942c0b66b8c34c5446dd8d306 Reviewed-on: https://swiftshader-review.googlesource.com/5431Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 30 May, 2016 1 commit
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Nicolas Capens authored
Change-Id: Ie28d3e61fda6fa01f5dc669a4ef3f4c0b09743d0 Reviewed-on: https://swiftshader-review.googlesource.com/5430Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 28 May, 2016 2 commits
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Nicolas Capens authored
Change-Id: Id1e3a50d56475c495a3cfb82553c5bd4c48a0fc3 Reviewed-on: https://swiftshader-review.googlesource.com/5425Reviewed-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
Bug 20724899 Change-Id: I35f63709b5773c2cefe8bf2376e6d9236dfd81f9 Reviewed-on: https://swiftshader-review.googlesource.com/5090Tested-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 May, 2016 4 commits
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Nicolas Capens authored
Change-Id: Iad768d095695dd8b6130a745e6741b7029fa9649 Reviewed-on: https://swiftshader-review.googlesource.com/5424Tested-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
This allows performing the depth range adjustment only once as part of the viewport transform and not have it be affected by transform feedback. Change-Id: I89fba3b131c234bea064b1b65f50b62261f4c307 Reviewed-on: https://swiftshader-review.googlesource.com/5421Tested-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
Move clip flag calculation for the new polygon vertices of points and lines from the renderer to the clipper. Change-Id: I41ac3647d8e9376586a1011d1cf28d83e9c963a2 Reviewed-on: https://swiftshader-review.googlesource.com/5423Tested-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
Use a pointer to member function to not explicitly pass the renderer pointer. Change-Id: Iaccc1d7a1833fbdb433c56063c89b6178e9e2333 Reviewed-on: https://swiftshader-review.googlesource.com/5422Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 26 May, 2016 1 commit
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Meng-Lin Wu authored
Related deqp tests: texturegrad, textureprojgrad Change-Id: I17529ed426c29bc1dec48fb7ac939c29caeeaf07 Reviewed-on: https://swiftshader-review.googlesource.com/5420Tested-by:
Meng-Lin Wu <marleymoo@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 24 May, 2016 1 commit
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Nicolas Capens authored
Bug 28929520 Change-Id: I94fcac3149fafd422e1879360109b668a2ca6029 Reviewed-on: https://swiftshader-review.googlesource.com/5410Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 20 May, 2016 9 commits
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Alexis Hetu authored
This cl enables transform feedback in Context by calling Program::applyTransformFeedback(). It also adds the code required to compute vertex offsets between different draw calls, when multiple successive draw calls write into the same transform feedback buffer(s). Change-Id: Ib3bc4bdd1308486642f233f425d0088a55cb1333 Reviewed-on: https://swiftshader-review.googlesource.com/5301Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
This cl adds the code that actually performs the copy of the vertex shader outputs into transform feedback buffers. It also contains a fix for symmetricNormalizedDepth, which must be computed after the information was copied into the transform feedback buffers, when transform feedback is active. Change-Id: I418f94a15b9425bba0905c840f8cf4828233d0fb Reviewed-on: https://swiftshader-review.googlesource.com/5172Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
The loopCount function was expecting the left side of a binary op to always be a symbol, which isn't necessarily the case, so a null pointer check was added to prevent the crash. Change-Id: I1fe6626bf52ecbb05664d1d2fa18f7ed830a7ee6 Reviewed-on: https://swiftshader-review.googlesource.com/5344Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: Ic078acae24dd2b2361a32498b49238b98e0ac0d1 Reviewed-on: https://swiftshader-review.googlesource.com/5386Reviewed-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: I2c618c03d00718951907e81fcd600155751aac89 Reviewed-on: https://swiftshader-review.googlesource.com/5385Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I17ae53e5274232e9e3b482daac56d507788e822c Reviewed-on: https://swiftshader-review.googlesource.com/5383Reviewed-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
Previously the 12'th generic varying's w component would overwrite the clipFlags member field. Change-Id: I499979a2bbc653c0d95b35512a7a9e36667c2e4d Reviewed-on: https://swiftshader-review.googlesource.com/5382Reviewed-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: Iaa6cf9367f291a4bc3bde899484ca323ff54a0d4 Reviewed-on: https://swiftshader-review.googlesource.com/5381Tested-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 EGL_KHR_create_context as described here: www.khronos.org/registry/egl/extensions/KHR/EGL_KHR_create_context.txt A small part of it was already implemented, which was to add support for the EGL_OPENGL_ES3_BIT bit in the EGL_RENDERABLE_TYPE bitfield. Note that the EGL_OPENGL_ES3_BIT is explicitly disabled on Android right now. Change-Id: I10e6222511b29f2d91bd55bfeb0f39bc5b884f89 Reviewed-on: https://swiftshader-review.googlesource.com/5380Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 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 3 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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