- 18 Dec, 2015 1 commit
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Alexis Hetu authored
Format validations were failing if the exact same format wasn't used between different texture related calls to the same texture, even when the formats were equivalent, so I added a GetSizedInternalFormat function based on a format map (courtesy of Angle). The validation checks were also unified in utilities.cpp and used wherever texture formats were used, to make sure Image objects used in Texture objects always use the sized format, so that format comparisons work properly. Change-Id: I72fc8fb1b0f135ac679c274866e5b8e223541e7f Reviewed-on: https://swiftshader-review.googlesource.com/4082Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 17 Dec, 2015 1 commit
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Alexis Hetu authored
Integer to integer types copy operations were failing due to a missing assignment when calling the Insert function and bad offsets on 16 and 32 bit component types. Change-Id: I2db55e9b6a284f8349e8fef0451255ee33be5837 Reviewed-on: https://swiftshader-review.googlesource.com/4410Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 15 Dec, 2015 3 commits
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Alexis Hetu authored
Fixed a few mistakes in the stencil clearing code to fix both masking and scissoring. Also added a few variable in both the depth clearing code and stencil clearing code to make them more readable. Bug 25971463 Change-Id: If33e2b0685fd35ef2edd31c56aea088cfbf2b430 Reviewed-on: https://swiftshader-review.googlesource.com/4335Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Some types without alpha were not correctly setting the alpha value, so copying to a type with alpha was causing the image to not appear (due to it being almost completely transparent). Change-Id: Ib12c291bd5c51628e0579285731033372656f6a0 Reviewed-on: https://swiftshader-review.googlesource.com/4391Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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Alexis Hetu authored
The new extensions are: - GL_OES_framebuffer_object (with extra exports) - GL_OES_depth24 - GL_OES_depth32 - GL_EXT_color_buffer_half_float These were mostly supported already with the GLES3 related changes, so only a few minor changes were required. Change-Id: Iab6e94043cfdabb8ad74e526f44f7bd9d57c267f Reviewed-on: https://swiftshader-review.googlesource.com/4342Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Alexis Hétu <sugoi@google.com>
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- 10 Dec, 2015 1 commit
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Nicolas Capens authored
We need this to define the native EGL types for Apple. Change-Id: Iba492ea863fffd3649c8f7a3b7ca7453e12c3772 Reviewed-on: https://swiftshader-review.googlesource.com/4381Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Corentin Wallez <cwallez@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 09 Dec, 2015 2 commits
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Alexis Hetu authored
- Implemented mipmap generation and completeness checks for Texture2DArray. - Fixed texture parameters setters and getters along with mipmap generation functions to use the proper 2D array texture instead of the 3D texture for 2D array textures. - Enabled the same path as 3D texture for 2D array textures in the sampler. - Added an address function for the w component, which simply clamps the rounded value for 2D array textures and adapted SamplerCore::computeIndices to this new behavior. Change-Id: Ida0659afac75330bfd9af4052cfd2625c729f9ef Reviewed-on: https://swiftshader-review.googlesource.com/4310Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I83294568a5725e95fcf2d7490336bead35517bdf Reviewed-on: https://swiftshader-review.googlesource.com/4362Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Greg Hartman <ghartman@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 08 Dec, 2015 3 commits
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Alexis Hetu authored
Framebuffer completeness, usually verified through glCheckFramebufferStatus, should return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE when the number of samples is not the same for all attached renderbuffers. Change-Id: I8d29895c6d4ded26847ce47fbd2581bbf06ed1bf Reviewed-on: https://swiftshader-review.googlesource.com/4363Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Fixed a few things related to FramebufferTextureLayer: - Added layer validation to make sure it does not exceed the size of the 3D texture's or 2D array's depth. - Fixed frambuffer target / texture target confusion. - Removed bad validation. - Fixed last 2 arguments of set[insert type]Buffer calls (layer and level) which were inverted. Change-Id: Ie1f2cb595d8b9abfee27bcf834c535f7e023e3ee Reviewed-on: https://swiftshader-review.googlesource.com/4343Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I2bd7c62b0923c855327fdb105eb22ef4655ea8ac Reviewed-on: https://swiftshader-review.googlesource.com/4344Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 07 Dec, 2015 1 commit
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Greg Hartman authored
Change-Id: Ibb2ebd66116f3dfd0008217153006bd6c7a49b9e Reviewed-on: https://swiftshader-review.googlesource.com/4322Reviewed-by:
Greg Hartman <ghartman@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 04 Dec, 2015 3 commits
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Nicolas Capens authored
Change-Id: If348bb5dd92c1160e57f1db15929a2e02d1f253d Reviewed-on: https://swiftshader-review.googlesource.com/4350Reviewed-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: Ief54422c0c0d82c773f96f4491bfebb7ee717ba8 Reviewed-on: https://swiftshader-review.googlesource.com/4351Reviewed-by:
Greg Hartman <ghartman@google.com> Tested-by:
Nicolas Capens <capn@google.com> Reviewed-on: https://swiftshader-review.googlesource.com/4353Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I06da8a8e48f202d6625c6d6eb8569be3867da13c Reviewed-on: https://swiftshader-review.googlesource.com/4341Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com> Reviewed-on: https://swiftshader-review.googlesource.com/4352
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- 03 Dec, 2015 4 commits
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Alexis Hetu authored
BindRenderbuffer doesn't require anything except a non-zero renderbuffer to create a new Renderbuffer object (it is not required to use GenRenderbuffers before using BindRenderbuffer). This had been fixed for GLES 3.0, but the same also applies to GLES 2.0, which has been fixed here. Note that the Context already handles the case where renderbuffer is zero properly. Bug 25983901 Change-Id: I75f706fc56df28871bf60b5645f1c0db039fccb8 Reviewed-on: https://swiftshader-review.googlesource.com/4334Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
- Removed unused variables - Fixed member initialization order in a few classes - Fixed Surface::setSwapBehavior() - Removed unused mPixelPackingStateDirty members - Fixed initialization of "size" member in LinkedVarying class - Fixed constness of a string - Removed unused static functions - Added parenthesis to fix && / || order ambiguity Change-Id: Ia9ad8eaca335c60871fdc58037e441aa2010a641 Reviewed-on: https://swiftshader-review.googlesource.com/4301Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
A few minor fixes: - In FramebufferRenderbuffer, if renderbuffer isn't 0, it must be a valid object. - In FramebufferTexture2D, I moved the isCompressed check AFTER the textarget validation, to avoid using an invalid textarget. - In GetFramebufferAttachmentParameteriv, not using GL_BACK, GL_DEPTH or GL_STENCIL for the default framebuffer should produce GL_INVALID_ENUM instead of GL_INVALID_OPERATION. - In GetFramebufferAttachmentParameteriv, when attachmentObjectType is GL_NONE, in ES3, the query for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME should return 0. Change-Id: I913cadd5961fa473b54ddfe174772bb7270dfdc5 Reviewed-on: https://swiftshader-review.googlesource.com/4333Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
Since the new headers have been committed, a larger amount of color attachments enums can be supported. Added the new enums where appropriate. Change-Id: Idd7210fbeaeb7828ca6c094bed115addd90b497c Reviewed-on: https://swiftshader-review.googlesource.com/4332Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 02 Dec, 2015 4 commits
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Alexis Hetu authored
This cl doesn't entirely enable integer texture sampling, but it adds the required cases in SamplerCore. To fully enable these types, only a few small selection functions will be required so that the proper types use the proper sampling code. Change-Id: Ie101d782dd9b43c96d8e0198c49fe9ec6855b007 Reviewed-on: https://swiftshader-review.googlesource.com/4150Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
This is odd, but stencil masking was simply disabled, so clearing the stencil buffer would only work if the mask was 0xFF, or it would simply skip the clearing entirely. I removed this condition to fix the issue. Also removed some dead code and added an early exit if the mask is 0. Change-Id: I359b10ed3382b75cb9d078470f237e68f1a6e7b9 Reviewed-on: https://swiftshader-review.googlesource.com/4303Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
To make it easier to branch on the different texture fetching options, a new TextureFunction class is introduced here, which performs the string comparisons and identifies the different options. I also had to add a 5th argument for textureGradOffset and textureProjGradOffset. I added function stubs (with the UNIMPLEMENTED markers) for all new texture functions. Change-Id: I58cde91a2bacb0012bdc34ec85b0befa19a85326 Reviewed-on: https://swiftshader-review.googlesource.com/4116Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
According to the ES3 spec, there's no requirement for a renderbuffer to be allocated until it is bound and any non-zero renderbuffer bound must be allocated. Change-Id: Id47083c7ec6e3b3698e176d6feff31121983e446 Reviewed-on: https://swiftshader-review.googlesource.com/4331Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 01 Dec, 2015 6 commits
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Nicolas Capens authored
Change-Id: I12fdf25465176ed9b0c2e95ef398b8b469419b6e Reviewed-on: https://swiftshader-review.googlesource.com/4311Reviewed-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: I9cff8a31cac858e14c2364a79f61c028996e91dd Reviewed-on: https://swiftshader-review.googlesource.com/4304Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Greg Hartman <ghartman@google.com> Reviewed-by:
Keun Soo Yim <yim@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: Ifff92974ea41be61244ae1c09e2d54e299c10eeb Reviewed-on: https://swiftshader-review.googlesource.com/4160Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
Change-Id: I401c06e523d945d6e629c3326bb7cbb2054c48f1 Reviewed-on: https://swiftshader-review.googlesource.com/4307Reviewed-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: I0790163f89116469f73ad9ff15c71dc7366a6f65 Reviewed-on: https://swiftshader-review.googlesource.com/4306Reviewed-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: I68685932934caba4d9fab7b45014d24316ce45a8 Reviewed-on: https://swiftshader-review.googlesource.com/4293Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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- 27 Nov, 2015 2 commits
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Alexis Hetu authored
Added both RGB8 and BGR8 formats to the blitter and related functions so that these formats may be used with glReadPixels. Change-Id: I22ee13f837b66af5f2135abc77fe81cc2e995fec Reviewed-on: https://swiftshader-review.googlesource.com/4294Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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Alexis Hetu authored
The "clear" operation can now be done through the blitter. The few changes are: - The blitter now supports RGBA masking - The blitter now supports RGB565 - When in "clear" mode, the blitter does a one read/multiple writes The old clearing code has been deleted from Surface. Change-Id: I970c3a0323f63ee5c89f02d94a2705e4bcf83866 Reviewed-on: https://swiftshader-review.googlesource.com/4291Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 26 Nov, 2015 1 commit
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Alexis Hetu authored
It is now possible to use floating point renderbuffers and read the data back from them. The changes include: - Modified glReadPixels so that it always uses the blitter to copy the data to the external buffer. - Added new types to both Framebuffer and some utility functions. - Added the new ValidReadPixelsFormatType function to validate the glReadPixels format/type combo, which had a bit more possibilities than the RGBA/UNSIGNED BYTE combo previously used. Change-Id: I1726ea57c4f7aa85bf0ffa7f323dc6a16abc34ff Reviewed-on: https://swiftshader-review.googlesource.com/4260Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 25 Nov, 2015 1 commit
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Alexis Hetu authored
Fragment outputs weren't given a proper index, so a fragment output array has been added to fix this. Change-Id: Id9be21f60cc23528bf1af078a8b3ca2df28e7ee4 Reviewed-on: https://swiftshader-review.googlesource.com/4295Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 24 Nov, 2015 1 commit
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Alexis Hetu authored
Added some extra constructors that simply truncate from a type which has a higher number of bits. The new constructors are: - Byte from UInt - Byte from UShort - SByte from Int - SByte from Short - UShort from UInt Also added an implementation of the RoundUInt function using the UInt from Float constructor, which had to be fixed since it was using createFPToSI instead of createFPToUI. Change-Id: Ie7ee21ef20fbb8133b9f7c74afa1fec9e6c51957 Reviewed-on: https://swiftshader-review.googlesource.com/4300Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 20 Nov, 2015 1 commit
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Alexis Hetu authored
Conversion from a float format to a non float format was broken in the blitter because the clamp operation, either to the [0,1] range or the [-1,1] range, was happening after the scaling operation, so non float types were becoming either -1, 0 or 1, which was wrong. Change-Id: I3e1290313043fc49030454916b6e4ea6666f8343 Reviewed-on: https://swiftshader-review.googlesource.com/4290Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 16 Nov, 2015 1 commit
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Alexis Hetu authored
Implemented the missing pieces for multiple draw buffers support: - Fixed Context::getScissoredImage() to use the drawbuffer parameter properly - Enabled setting multiple render targets - Added dynamic indexing of gl_FragData using a new dynOut flag to figure out which channels are being written to. Change-Id: Id3d95c46a980a698f71e99f7781cc6287e880e9d Reviewed-on: https://swiftshader-review.googlesource.com/4220Tested-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
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- 13 Nov, 2015 4 commits
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Nicolas Capens authored
Change-Id: I51c1774a35706639481c030b4365ee2e5d7ccd4d Reviewed-on: https://swiftshader-review.googlesource.com/4255Reviewed-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
RGB_565 is now as fast if not faster than 32-bit formats. Change-Id: I6358e35557164541601ac76ae11028afba439084 Reviewed-on: https://swiftshader-review.googlesource.com/4253Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Nicolas Capens authored
crbug/546671 Change-Id: Ie43f8e34fa22bb0d23e4a123e789c429f2024ebb Reviewed-on: https://swiftshader-review.googlesource.com/4254Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Nicolas Capens <capn@google.com>
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Greg Hartman authored
This forces clang to avoid use init_array for all initialization rather than splitting the initialization between init_array and ctors. Local builds do this anyway, but for some reason the builds on go/ab do not. Setting this flag makes the builds consistent (and unbroken on JB-MR1). I already checked this in on cloud-android-current-release because I wanted to test it before submitting. Bug 25597090 Change-Id: I5a7195ba53531835fb8333b698ed39d21ff847a6 (cherry picked from commit 95c7182f118cc686df27c3f49db7d3c7908e0e59) Reviewed-on: https://swiftshader-review.googlesource.com/4271Reviewed-by:
Nicolas Capens <capn@google.com> Tested-by:
Greg Hartman <ghartman@google.com>
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