Commit 888081d59aae6bb4b2322501d84bd645b8a8c6de

Jamie Madill 2018-02-27T00:24:46

D3D11: Refactor dependent Framebuffer state changes. Previously, when a state change would cause a Texture to recreate its storage specific to D3D11, we would use a dependent notification from RenderTarget11 to Framebuffer11 to re-check internal dirty bits. In this new method, we instead set dirty bits on the gl::Frambuffer directly. This also means we use fewer internal objects for these notifications, because we share the same structures between the D3D11 back-end notifications and the top-level notifications we use for Robust init and Framebuffer completeness. This also allows us to get rid of one "if" that we check on every draw call in D3D11. This also introduces a dirty bits guard concept - a shadow set of dirty bits that is checked in dependent state changes to ensure that extra bits aren't set inside syncState. This also implements Framebuffer dirty bits for the D3D9 back-end. This has the side effect of cleaning up the "null colorbuffer" D3D9 workaround. Bug: angleproject:2372 Change-Id: Ie346d39030f4f6df583d735685b0babea4e745a8 Reviewed-on: https://chromium-review.googlesource.com/936691 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>