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7828c521
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2016-02-26T14:05:12
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D3D11: Check packPixels memcpy support based on ANGLEFormat
Instead of querying DXGI format info to determine whether framebuffer
data can be copied to packPixels target memory with memcpy, compare
the internal format information from the ANGLE format to the packing
format. This makes it possible to change some of the DXGI formats
used for integer textures without breaking packPixels.
This makes it possible to entirely remove the DXGI format to GL
internal format mapping from the DXGI format info table.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.fbo.* (no regressions),
dEQP-GLES3.functional.pbo.* (no regressions),
Change-Id: Id5ffd581349e7afe39872d69cb05381f3e78d352
Reviewed-on: https://chromium-review.googlesource.com/329214
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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114d129d
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2016-02-26T12:33:00
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D3D11: Get color read function from ANGLE format
This is done to make it possible to change some of the DXGI formats
of integer textures without affecting their color read function
associations.
The packPixels function gets the ANGLE format from the texture helper,
which now requires the ANGLE format to be passed in at the time of
creation.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.fbo.* (no regressions),
dEQP-GLES3.functional.pbo.* (all pass)
Change-Id: I368337cfe5f8c86ff3292009ccf29e9d01409a07
Reviewed-on: https://chromium-review.googlesource.com/329213
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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4b66f055
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2016-02-25T16:53:38
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Make copyDepthStencil more robust to texture format table changes
This will make it easier to verify changes to integer texture DXGI
formats. Currently the DXGI format info table contains some values
that wouldn't make sense after the integer formats are changed, such
as R32_TYPELESS being recorded as a depth format, and we need to make
sure no code relies on this kind of information to make changing the
table safe.
Includes cleaning up unused depth/stencil offset fields from
DXGIFormatInfo.
BUG=angleproject:1244
TEST=dEQP-GLES3.functional.fbo.blit.*depth*
Change-Id: I0149f28e4c6f961af99ac2f5a656f3fbfe13aee6
Reviewed-on: https://chromium-review.googlesource.com/328964
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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9cb1df4f
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2016-02-25T16:16:41
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D3D11: Get mip generation function from ANGLE format
This is done to make it possible to change some of the DXGI formats
of integer textures without affecting their mip generation function
associations.
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.texture.mipmap.*generate* (all pass)
Change-Id: Ie83dd0e1883e9d8e267fbd4bf54b1e466fb0b210
Reviewed-on: https://chromium-review.googlesource.com/328963
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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8a854d68
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2016-02-17T11:54:04
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Replace GetDXGIFormatInfo with a GetDXGIFormatSizeInfo where possible
It's not always clear which format should be passed to GetDXGIFormatInfo,
since a resource is associated with multiple formats. In some cases, one
of the formats is typeless and one of them is typed, which would return
different type information depending on which one is used. In some cases,
one of the formats may even be a depth format while another is not.
GetDXGIFormatSizeInfo will return correct data no matter which format
associated with a certain resource is passed to it.
Remaining uses of GetDXGIFormatInfo will need to be addressed separately,
either making sure that they always use the format that makes sense in a
given context, or plumbing in the required information in some other way.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: If3cb03ab68d27743b1fdeb539234ec621dfa3c04
Reviewed-on: https://chromium-review.googlesource.com/328230
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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db3dd083
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2015-09-16T20:16:01
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Refactoring TextureFormat and its helper functions to individual classes
BUG=angleproject:1160
This is the first step to BUG=angleproject:1160, optimizing
GetTextureFormatInfo to use static switching rather than building maps and
using the find function. Also reordered the includes in alphabetical,
src files first format
The next step is to modify the GetTextureFormatInfo not to build a map but
to use static switching. The step after that is to use a JSON generator to
generate the switching, hence refactoring TextureFormat to be in its own
class so we only need to generate what's necesary. The helper functions
such as swizzle texture format can also be done using the same approach.
Hence, they're also refactored into their own files.
Change-Id: I753f437ca0df69ee5584d254fe0d2ea8b09a857e
Reviewed-on: https://chromium-review.googlesource.com/300288
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Tested-by: Dian Xiang <dianx@google.com>
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c5b2ba53
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2015-09-17T19:54:27
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Revert "Avoid a copy in TextureStorage11::setData"
Speculative fix for performance regression.
BUG=532647
This reverts commit 9cf9bcbecaa1e54a47a92eb784e7f591f7b65c57.
Change-Id: I53e41f6c17f89c400e38bfcdf3147946c27906c0
Reviewed-on: https://chromium-review.googlesource.com/300540
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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9cf9bcbe
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2015-08-17T14:50:31
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Avoid a copy in TextureStorage11::setData
This code always allocates a new memory buffer for the texture memory,
picks a load function to copy/convert the input data into it, and the
uploads.
In the case where the input format matches the upload format we should
be able to skip the allocation and copy and be much happier.
Change-Id: I8b8c106e0d397bef1c4bcfdb0df60669030776a3
Reviewed-on: https://chromium-review.googlesource.com/293742
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
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0342253e
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2015-07-09T11:30:29
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D3D11: Refactor vertex format tables.
Use switch statements based on the format type enum, instead of
a map from the old VertexFormat structure to the info payload.
This saves on lookup and initialization time.
BUG=angleproject:959
Change-Id: I6d1bf282c88f67272ca067cb64bc71e77824a12e
Reviewed-on: https://chromium-review.googlesource.com/277290
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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d3dfda2b
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2015-07-06T08:28:49
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Refactor how we store vertex formats.
Instead of storing a vertex format as a struct with the full info,
instead use an enum, and look up the info when we need it. This
saves a lot of constructor initialization time, operator comparison
time, and storage. It also will allow us to look up D3D format info
more quickly.
BUG=angleproject:959
Change-Id: I202fd1ea96981073bc1b5b232b1ec3efa91485cb
Reviewed-on: https://chromium-review.googlesource.com/277289
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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ba8a0bf8
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2015-05-13T09:48:59
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Add plumbing for D3D11 device caps
BUG=angleproject:1002
Change-Id: Id24783c75377ea92a73a43f2605693e07f63dc15
Reviewed-on: https://chromium-review.googlesource.com/270545
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
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752ce192
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2015-04-14T11:11:12
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D3D11: Use DX generateMips to generate mipmaps whenever possible.
BUG=angleproject:974
Change-Id: I95937fe7a0833de77c52f838ebb3ecba55dfbf8a
Reviewed-on: https://chromium-review.googlesource.com/265640
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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051dbc79
|
2015-01-05T15:48:58
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|
Create a formatutilsD3D and move some functions from formatutils.
BUG=angle:681
Change-Id: I694073c50dccd05c3117761e446eba0d15c03293
Reviewed-on: https://chromium-review.googlesource.com/238480
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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049743a9
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2014-12-23T13:05:11
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Restrict depth buffer formats on D3D11 Feature Level 9_3
*_TYPELESS formats weren't supported in D3D10Level9 until
Windows 8. Some Win8 D3D9 drivers don't support them either.
To workaround this, we avoid _TYPELESS formats on D3D11 FL9_3.
BUG=angle:856
BUG=435726
Change-Id: I280dc7f87e3a2c737c14284ebb744188e7f10616
Reviewed-on: https://chromium-review.googlesource.com/237292
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
Tested-by: Jamie Madill <jmadill@chromium.org>
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932b465b
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2014-12-17T15:25:31
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Add format size information for DXGI_FORMATs.
Change-Id: I14d0b8ebd631e5c9c3c3b63c047c9ef7c11bf310
Reviewed-on: https://chromium-review.googlesource.com/236304
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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c9878cb1
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2014-12-11T10:43:48
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Fix normalized GL_BYTE vertex attributes on D3D11 9_3
Feature Level 9_3 doesn't support as many formats for Input Layouts
as 10_0+. On 9_3, we have to make sure that GL vertex attributes are
converted into formats that 9_3 supports.
Change-Id: I27b9a85a6eb21a37bd36e60bf011b83fce743fd0
Reviewed-on: https://chromium-review.googlesource.com/234523
Tested-by: Austin Kinross <aukinros@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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0a73dd85
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2014-11-19T16:18:08
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|
Fix include guards.
BUG=angle:733
Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced
Reviewed-on: https://chromium-review.googlesource.com/230831
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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2b5420c0
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2014-11-19T14:20:15
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Merge libGLESv2 and libEGL classes into libANGLE.
BUG=angle:733
Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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