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Fix the named parameter for the IndexConversion perftest

It seems that the compiler didn't resolve the overloaded operator<< with
the structure's grandparent structure. Fix it by explicitely casting to
the grandparent before calling operator<<. Also provides slightly more
information on the number of iterations/triangles.

This wasn't caught with local testing as IndexConversion isn't compiled in
angle_perftests on Linux.

BUG=angleproject:1153
BUG=530226

Change-Id: Ifa602eb0728d052bc651f0dd030f9f880c00dc51
Reviewed-on: https://chromium-review.googlesource.com/298860
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Corentin Wallez <cwallez@chromium.org>
2 files changed
tree: a42e2570fa5d1329f0ba988a9cbb3217f501d392
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. samples/
  6. src/
  7. util/
  8. .clang-format
  9. .gitattributes
  10. .gitignore
  11. angle.isolate
  12. angle_on_all_platforms.isolate
  13. AUTHORS
  14. BUILD.gn
  15. codereview.settings
  16. CONTRIBUTORS
  17. DEPS
  18. LICENSE
  19. README.chromium
  20. README.md
README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. 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. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

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