tests/angle_tests/MipmapTest.cpp


Log

Author Commit Date CI Message
Geoff Lang 3b2f9f64 2015-01-23T16:09:06 Disable MipMapTests on all renderers. Change-Id: Ic229ced16f667882521536db5bd483c76b24d600 Reviewed-on: https://chromium-review.googlesource.com/242905 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang cd83a2f2 2015-01-23T12:50:20 Disable the MipMapTests on D3D11 FL 9.3. Change-Id: Ibcb72f7b1aabcd98c4bebd91c3a57f5ba57eac3a Reviewed-on: https://chromium-review.googlesource.com/242850 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross 62815bf4 2015-01-15T16:32:36 Improve D3D11 FL9_3 zero-LOD workaround (e.g. TextureCubes) D3D11 Feature Level 9_3 can't disable mipmaps on a mipmapped texture, and sample from level zero of it. A previous commit added a workaround for this in ANGLE to Texture2Ds. This commit fixes some minor issues in that commit, and extends the workaround to apply to TextureCubes too. Change-Id: Ic97321af6f8bbf7ad5d96e58655c342db3978a6a Reviewed-on: https://chromium-review.googlesource.com/241944 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross e8c86274 2015-01-15T18:55:36 MipmapTestES3's SetUp() doesn't conform to standards Change-Id: I57dba132cd08bb1b3db2cda2fe0c31b97746e1a4 Reviewed-on: https://chromium-review.googlesource.com/241380 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Nico Weber <thakis@chromium.org>
Austin Kinross 276171b4 2015-01-15T13:16:18 Disable MipmapTest::ThreeLevelsInitData test due to failure on D3D11 Change-Id: I5d1ee78fceb91c05f3925e753888b10cc81ec2b8 Reviewed-on: https://chromium-review.googlesource.com/241080 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Austin Kinross 215b37a6 2014-12-22T12:56:07 Work around zero-LOD mipmap issue on D3D11 Feature Level 9_3 In OpenGL ES, it is possible to sample from level 0 of a mipmapped texture by setting GL_TEXTURE_MIN_FILTER to GL_NEAREST. This is possible in D3D9 and D3D11 Feature Level 10_0+ via various methods. It's not possible in D3D11 Feature Level 9_3, though. This change works around this restriction by creating two copies of each texture on 9_3. The textures are identical, except one has mipmaps and one doesn't. The D3D11 renderer figures out which texture to use at the right time, and keeps the textures in sync with each other as necessary. Note: each texture is only created when it's needed. It's possible that only one (or even neither) D3D texture will be created for a given GL texture. Change-Id: I3c17137b4f63b9158b3abf067ad8e5d5c49d2191 Reviewed-on: https://chromium-review.googlesource.com/234522 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>