D3D: Fix incorrect instanced vertex offsets.

The spec says that DrawElements is equivalent to the instanced
call with an instance ID of zero. This patch fixes a bug in our
VertexDataManager where we would sometimes ignore the attribute divisor
for DrawElements, and stream the wrong amount of data/wrong start
offset.

BUG=angleproject:1213
TEST=dEQP-GLES3.functional.draw.draw_elements.*
TEST=dEQP-GLES3.functional.draw.draw_range_elements.*
TEST=dEQP-GLES3.functional.draw.random.*

Change-Id: I1c430a14ab3be68a24e233e9cdd1e4fd88c920a0
Reviewed-on: https://chromium-review.googlesource.com/312062
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
2 files changed
tree: d7c00040903d65007dd17dc8656c1c54c938b5df
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. samples/
  6. scripts/
  7. src/
  8. util/
  9. .clang-format
  10. .gitattributes
  11. .gitignore
  12. angle.isolate
  13. angle_on_all_platforms.isolate
  14. AUTHORS
  15. BUILD.gn
  16. codereview.settings
  17. CONTRIBUTORS
  18. DEPS
  19. LICENSE
  20. README.chromium
  21. README.md
README.md

#ANGLE The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9Direct3D 11Desktop GLGL ES
OpenGL ES 2.0completecompletecompleteplanned
OpenGL ES 3.0nearing completionnearing completionplanned
[Level of OpenGL ES support via backing renderers]
Direct3D 9Direct3D 11Desktop GL
Windows***
Linux*
Mac OS Xin progress
[Platform support via backing renderers]

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Building View the Dev setup instructions.

##Contributing