Commit 5eac31698cc593d29c5e8e2b0e65d6e28b6706f0

Charlie Lao 2021-04-09T15:54:11

Vulkan: Support sample/render to depth texture with different LOD Previously we supported read only depth attachment that attachment and sample are using the same texture. It was always assuming it will be read only if the same texture is attached to FBO and same time bound to texture unit. But we never supported if it actually writing to depth texture, but at the different level with sampling. This is supported OpenGL operation as long as the levels render to is outside [base_level, max_level]. Later on, we added support of the above operation, but limited to color buffers. This CL extends the same support of render and sample to the same depth texture with non-overlapping levels. Android game black desert mobile is running into this usage case. Bug: b/181797383 Change-Id: I7ee1d52f27603f933102ad1b098684309449c406 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2819487 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Ian Elliott <ianelliott@google.com>