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3b2f9f64
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2015-01-23T16:09:06
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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>
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cd83a2f2
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2015-01-23T12:50:20
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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>
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62815bf4
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2015-01-15T16:32:36
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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>
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e8c86274
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2015-01-15T18:55:36
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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>
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276171b4
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2015-01-15T13:16:18
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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>
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215b37a6
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2014-12-22T12:56:07
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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>
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