|
e7d27705
|
2020-04-30T05:50:21
|
|
Fix corruption when changing the base level of a framebuffer texture attachment
In the D3D renderer, changing the base level may trigger re-allocation
of the texture storage, for example if the new base level has a
different aspect ratio. During the process, image contents in the
texture storage should be backed up properly. The D3D11 backend does
this if an image has been associated with the texture storage, but it
may happen such an association has never been established, and
corruption will be observed then.
The proposed patch mitigates the problem by introducing a new method
named findRenderTarget(), with which one can tell if a mip level has
been used as the render target. This works based on the fact that render
targets are cached in the texture storage object. Hence all mip levels
of interest can be found, without relying on the association between
images and texture storage.
Bug: angleproject:2291
Change-Id: Ic73af7b603be25c65760928f276bec16df003baf
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2158830
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
3b43647f
|
2019-11-15T14:17:55
|
|
EXT_multisampled_render_to_texture clean up and prep for 2DMultisampleArray.
1) Added new Multisampled Image Index. For the upcoming
multisampled array case, we cannot automatically create the same
MS image index during resolve. So the correct MS image index is created and
saved during the initial creation of the MS Texture. It seems to be more
streamlined as well, only creating the MS image index once, and not using
hardcoded values to get the subresourceIndex.
2) reordering resolveTextureHelper to remove duplicated code.
Bug: angleproject:3107
Change-Id: Ifd91136a64efb5e7bd296e09cd876a6e6eb8e77e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1919555
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
5f4db6a7
|
2019-11-11T14:52:37
|
|
Fix performance issue with EXT_multisampled_render_to_texture
Adding a dirty flag to the mMSTexInfo struct so that the multisampled
texture does not get unnecessarily resolved on each call.
Bug: chromium:1019199
Change-Id: Ia9b24cd0a7f2d82f83f20f7e60f9f2b23383ec6f
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1910531
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9122bec2
|
2019-10-21T11:03:48
|
|
Fix EXT_multisample_render_to_texture perf regression
EXT_multisampled_render_to_texture was causing perf
degradation through multiple unnecessary creation/destruction
of the shadow multisampled texture. This is solved by keeping around
the multisampled texture, so both will be available.
Bug: chromium:1015031
Change-Id: I44deee67c02c19bc8749d3ed0d45661f52902e72
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1872618
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2d0e5b55
|
2019-08-27T13:49:07
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|
GL_EXT_multisampled_render_to_texture extension. Part 2.
For textures that use this extension, a multisampled texture is
implicitly created for the texture.
Upon write or read, the multisampled texture is either return
to be drawn to or resolved and returned as a single sampled texture.
This is the functionality change with end2end tests.
Bug: angleproject:980428
Change-Id: I5776875a132fed7a3f4f00fb02f9e8e250684630
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1773717
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
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7e44ec26
|
2019-08-26T15:59:48
|
|
GL_EXT_multisampled_render_to_texture extension. Part 1.
Adding new parameters for extension without adding any real code change. Since no new code paths were added, we expect all tests to pass as before.
Bug: angleproject:980428
Change-Id: I551b46a66f422eabd357fd021e00cf266a991efb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1772377
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
9d737966
|
2019-08-14T12:25:12
|
|
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
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e7da32f1
|
2018-12-27T15:31:47
|
|
Fix the failure in UpdateImageTextureInUse
If we update the texture data between two dispatch calls, ReadPixels can't
get right result after the second dispatch call. The failure reason is
that after the first dispatch, ReadPixels will sync framebufer state which
will update color render target. Finally, TextureD3D::ensureRenderTarget
is reached. However, we are in compute pipeline.
mTexStorage->isRenderTarget() will be false. That results the current
texture will create a new render target storage. But the UAV is still
bound with the previous texture storage. If there is no texture dirty bit
between these two dispatch calls, applyTexturesForCompute won't be called.
After the second dispatch, readPixels will read data from the new texture
storage which is not updated.
Bug: angleproject:3015
Change-Id: Ib2494ab8bf6e12faefc0a7370719d383526c36ba
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1390710
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
|
|
48d040e8
|
2019-01-18T10:43:45
|
|
D3D11: Fix reads and writes to EGL image textures with mip offsets.
RenderTarget11 knows how to render to a specific mip of a texture but if
TextureStorage11 attempts to read or write to the backing resource directly
it does not select the correct subresource index. This manifested in calls
to glTexSubImage going to the wrong mip of the resource.
Fix TextureStorage11::getSubresourceIndex to look up the correct subresource
in TextureStorage11_EGLImage.
Add a test to cover this case in ImageTest.MipLevels.
BUG=angleproject:2668
Change-Id: Id9270ab3bf9f37c7c671639bb8b7ce9578daaed6
Reviewed-on: https://chromium-review.googlesource.com/c/1422058
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
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|
b980c563
|
2018-11-27T11:34:27
|
|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
|
|
efbabde2
|
2018-08-29T14:37:36
|
|
Support multisample array textures on D3D11
This implements complete support for multisample array textures on the
D3D11 backend. There's a specialized TextureD3D class as well as a
TextureStorage11 class for multisample array textures that have the
bulk of the functionality.
BUG=angleproject:2775
TEST=angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: I68116635c01cef0e48c089fd9da05a844ef2d802
Reviewed-on: https://chromium-review.googlesource.com/1216003
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
8370e6bc
|
2018-09-11T17:56:23
|
|
Rename constant to kCubeFaceCount.
This corrects the naming style for this constant variable. Also updates
many usages in TextureD3D.cpp and TextureGL.cpp.
Bug: angleproject:2470
Change-Id: I029dd98e925cabf23a4bb26467a62afe6c5bb6e0
Reviewed-on: https://chromium-review.googlesource.com/1220726
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
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480edb8c
|
2018-08-30T18:25:43
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|
Clean up TextureStorage11_2DMultisample
This de-duplicates functionality from TextureStorage11_EGLImage and
TextureStorage11_2DMultisample. Neither of those supports changing the
associated images or image access in shaders.
Multisampled textures also cannot be compressed, so the size doesn't
need to be adjusted according to block size.
BUG=angleproject:2275
TEST=angle_end2end_tests
Change-Id: I45bc573584065bf4f528f883435fadfbd7281077
Reviewed-on: https://chromium-review.googlesource.com/1216002
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
c1551dc2
|
2018-08-15T17:04:49
|
|
D3D11 fix: Mipmapping was used although disabled via Sampler
When using a sampler the texture was created as if it has mipmaps,
regardless what you specified in GL_TEXTURE_MIN_FILTER via
glSamplerParameteri() -- mistakenly the default value
GL_NEAREST_MIPMAP_LINEAR or the value set via glTexParameteri() was
evaluated.
If you didn't provide mipmaps and didn't let the driver generate them
this led to not sampling your texture data when minification occurred.
BUG=angleproject:2772
TEST=angle_end2end_tests.Texture2DTestES3.MinificationWithSamplerNoMipmapping
Change-Id: I195147e208129c6fa8686bb0d9aea6931b2f20b1
Reviewed-on: https://chromium-review.googlesource.com/1175910
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
ec1fe5b7
|
2018-08-10T10:05:52
|
|
D3D: Use angle::Result error pattern.
This completes the refactor for the D3D9/D3D11 back-ends.
Bug: angleproject:2752
Change-Id: Ie35a925f75c902d8f9fdab6bc33b3bb9c937f85b
Reviewed-on: https://chromium-review.googlesource.com/1167209
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
306b6c16
|
2018-07-27T08:12:49
|
|
D3D11: Use angle::Result error pattern. 1/3
This CL improves performance on the draw call microbenchmark by 10%
when no-oping driver calls.
Bug: angleproject:2738
Change-Id: I4f5c11db90d9056ce4557b2a4432bc55b42b5bba
Reviewed-on: https://chromium-review.googlesource.com/1150093
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
b1565903
|
2018-07-27T08:12:48
|
|
D3D: Pass gl::Context to many more functions.
This makes the Context more available for logging errors.
Also includes more refactoring to VertexDataManager to ensure we can
access the gl::Context.
Bug: angleproject:2738
Change-Id: Iae3d22a1403078d236bfe63a3e2d203c13678dc4
Reviewed-on: https://chromium-review.googlesource.com/1151449
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
2160821e
|
2018-07-24T23:19:43
|
|
Add gl::TexLevelArray.
This moves a D3D specific type into a shared location.
Bug: chromium:867089
Change-Id: Ieac9f1aa4a9de11fbc86550eee30fb242a2cb98e
Reviewed-on: https://chromium-review.googlesource.com/1149080
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
daf2e913
|
2018-07-24T11:06:48
|
|
TextureStorage11: Pass more Context around.
This will make it possible to record errors in the context immediately.
Bug: angleproject:2378
Change-Id: Ib7ccdbcfa2bf51e3cc876496267c61cf5a26b7bd
Reviewed-on: https://chromium-review.googlesource.com/1148464
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
7b4ef3da
|
2018-07-24T11:06:48
|
|
TextureStorage11: Don't use gl::ErrorOrResult.
Bug: angleproject:2738
Change-Id: I062b2fe3ff2b53bb361539c408b61626ac6c2f25
Reviewed-on: https://chromium-review.googlesource.com/1148463
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
cc129377
|
2018-04-12T09:13:18
|
|
ImageIndex: Consolidate layer/cube face.
In terms of the Texture or Image resource, a cube face
refers to a layer of a 2D texture. This layer has a special
meaning for cube textures, but it is represented as a layer
with a layer index. Cube array textures are no different,
they just use a different indexing scheme for the array
layers.
This also cleans up the ImageIndex helper to have a class
structure with private data, and cleans up a few cases to
use generic Make functions and iterators where they were
setting properties of the index directly.
This will make it easier to have ImageIndexes address
entire levels of a Cube map in the future, and makes the
layer count logic in Vulkan cleaner.
Bug: angleproject:2318
Change-Id: Iea9842e233f974a9896282ca224cb001f7882bd1
Reviewed-on: https://chromium-review.googlesource.com/987525
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
26143fdd
|
2017-11-01T18:19:05
|
|
ES31: Support bindImageTexture on Texture2D for compute shaders on D3D
BUG=angleproject:1987
TEST=angle_end2end_tests
Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1
Reviewed-on: https://chromium-review.googlesource.com/749004
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
acf2f3ad
|
2017-11-21T19:22:44
|
|
Apply Chromium style fixes.
This addresses several minor code quality issues that are validated
in Chromium, but not yet applied to ANGLE:
* constructors and destructors must be defined out-of-line
* auto is not allowed for simple pointer types
* use override everywhere instead of virtual
* virtual functions must also be defined out-of-line
Slightly reduces binary size for me (~2k on Win, 150k on Linux).
Bug: angleproject:1569
Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6
Reviewed-on: https://chromium-review.googlesource.com/779959
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
92019431
|
2017-11-20T13:09:34
|
|
Make conversion from GL types to native bools consistant.
Some places would compare with "== GL_TRUE" and others with "!= GL_FALSE".
This behaviour is not in the OpenGL spec but "!= GL_FALSE" is the most
standard and follows the same rules as C and C++.
Remove un-necessary validation that params are either GL_TRUE or
GL_FALSE.
Update some internal storage from GLboolean to bool.
BUG=angleproject:2258
Change-Id: I12adbe2d24318a206521ca6ad1099ee7e2bf677e
Reviewed-on: https://chromium-review.googlesource.com/779799
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
|
|
05b35b21
|
2017-10-03T09:01:44
|
|
D3D11: Lazy robust resource init.
This patch moves the robust resource init logic to the GL front-end.
Instead of initializing texture resources immediately on creation in
D3D11, it defers the clear until before a draw call in some cases, or
skips the update if we can determine if a texture (or other resource)
has been fully initialized.
Currently lazy init is only implemented for Textures, Renderbuffers,
and Surfaces.
Various places where lazy resource init is triggered:
* Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
* Texture operations (SubImage, GenerateMipmap, CopyTexImage)
Some efficiency gains remain to be implemented, such as when a
SubImage call fills the entire object. Similarly for Blit, and a few
other operations. In these cases we can skip lazy init as an
optimization. Edge cases with EGLImage are mostly untested.
BUG=angleproject:2107
Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
Reviewed-on: https://chromium-review.googlesource.com/576058
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
ea84f6ff
|
2017-09-20T13:20:30
|
|
Pass Context to Framebuffer11 dirty callback.
This allows us to call StateManager11::invalidateRenderTarget from the
Framebuffer11::signal function, which will then trigger state refresh
on the next draw call.
This requires passing Context through a few more Renderbuffer methods,
and reorganizing the RenderTarget signalling so that it doesn't signal
dirty in the destructor. Instead they are signaled as they are
destroyed in the containing classes.
BUG=angleproject:2151
Change-Id: I4cf575e4a01b48275ff78d75bc55b2d1fced591d
Reviewed-on: https://chromium-review.googlesource.com/673139
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
8ec383e6
|
2017-09-20T13:20:29
|
|
Use array template aliases in TextureStorage11.
This cleans up some of the iteration logic.
BUG=angleproject:2151
Change-Id: I8d80a8d732ee808babbb4859290b648b4fa67b4d
Reviewed-on: https://chromium-review.googlesource.com/673138
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
136a2742
|
2017-09-20T12:29:44
|
|
TextureStorage11: Use unique_ptr for RenderTargets.
This ensures they are auto-freed when the Storage is destroyed.
Also remove the 'delete this' design pattern.
BUG=angleproject:2151
Change-Id: I784b94c7125a1bbc15f5d6ae90e55317e199faa6
Reviewed-on: https://chromium-review.googlesource.com/673137
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
|
|
18b75bad
|
2017-08-15T15:50:40
|
|
D3D11: Handle Clear* commands for layered framebuffers
According to the ANGLE_multiview spec, Clear* commands only affect
the range of attached layers to the multi-view layered framebuffer.
The patch extends ImageIndex so that the range of attached layers is
tracked and a render target view can be created with that range of
texture array slices attached.
The special case of scissored clears for depth and stencil attachments
is handled by instancing the same number of quads as there are views and
selecting the layer within a geometry shader.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ibea248b980513f83d918652030a72c62c7ecd88b
Reviewed-on: https://chromium-review.googlesource.com/632256
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
34bc315d
|
2017-03-29T14:56:01
|
|
ES31: Implement multisampled Textures for D3D part.
Implement TexStorage2DMultisample api for d3d part.
BUG=angleproject:1590
TEST=angle_end2end_tests --gtest_filter=TextureMultisampleTest*
TEST=angle_deqp_gles31_tests --deqp-case=dEQP-GLES31.functional.texture.multisample.negative.fbo_*
Change-Id: Icbfba45b9c2965af02b54dd4060b7b49970cb74b
Reviewed-on: https://chromium-review.googlesource.com/457161
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
4928b7ca
|
2017-06-20T12:57:39
|
|
Proliferate gl::Context everywhere.
This gives the D3D back-end access to the GL state almost anywhere.
This uses the onDestroy hook for Textures to push errors up from
destructors, although they still don't quite make it to the Context.
There are places, such as in EGL object (Context/Surface) destruction,
where we end up calling through to GL implementation internals without
having access to a gl::Context. We handle this via a proxy Context
to a Display, basically a null context, that has access to impl-side
state like the Renderer pointer if necessary. It does not have access
to the normal GL state.
Also Pass gl::Context to RefCountObject::release(). Since we're using
destroy() methods now, we should not ever call the destructor directly.
BUG=angleproject:1156
Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
Reviewed-on: https://chromium-review.googlesource.com/529707
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
fe54834f
|
2017-06-19T11:13:24
|
|
Proliferate gl::Context.
This enables a few small things: it will enable making the platform
a property of the Display rather than a global. The same goes for the
global logging annotator. Also it ensures all back-end implementations
have access to the GL / EGL state when available.
Also introduces a smart pointer helper class to angleutils for objects
that prefer to be destroyed with a context (gl::Context/egl::Display)
parameter. We were using std::unique_ptr in a few places that would
not work well with these objects.
BUG=angleproject:1156
Change-Id: I59e288a3d6f766ff8a0f4b48ff3a1fbf7489daba
Reviewed-on: https://chromium-review.googlesource.com/529706
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
0a82f2fa
|
2017-05-30T15:42:00
|
|
D3D11: Don't copy SharedSRVs around.
This was causing a very large performance regression in Texture
re-binding. Instead pass by const &, which should be fine, since
values in std::map (and unordered_map) are not reallocated when the
map changes.
Also make the SharedResource type non-copyable, and add an explicit
makeCopy method for when we need to clone the shared pointer.
BUG=angleproject:2034
BUG=chromium:727318
Change-Id: I39508a6ca4b41e4da31fe68899caa4464138cada
Reviewed-on: https://chromium-review.googlesource.com/517670
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
2c479d6e
|
2017-05-24T14:37:22
|
|
D3D11: Use TextureHelper11 everywhere.
This consolidates all texture allocation into ResourceManager11.
It removes a lot of error checking and resource management code.
In a few places we're storing some redundant information, like in
TextureStorage11, we might store the Format pointer in two places,
or the Texture's size.
BUG=angleproject:2034
Change-Id: I9369e76925a67632c444c662e5667c5ed7875547
Reviewed-on: https://chromium-review.googlesource.com/503252
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e0e009fe
|
2017-05-19T14:13:03
|
|
D3D11: Consolidate SRV allocation.
This change also moves all SRV storage to use the custom smart
pointer classes in ResourceManager11. Every single SRV is now
allocated in ResourceManager11. For TextureStorage11 and
RenderTarget11, we use a shared pointer type since the SRVs use
shared ownership by both classes.
BUG=angleproject:2034
Change-Id: I90666fbbbc23ff10870b7401f3da09ef79258136
Reviewed-on: https://chromium-review.googlesource.com/503250
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
403c1682
|
2017-05-18T11:11:46
|
|
D3D11: Add resource manager classes.
The resource manager tracks the allocations and deallocations of all
D3D11 resources that have device memory: Buffers and Textures (which
are either 2D or 3D). It also tracks the number of active Views (DSV,
RTV, and SRV, potentially UAV with ES 3.1).
A new smart pointer type will wrap the resource deallocation so that
the object notifies the manager when ANGLE is done with the resouce.
This allows us to track precisely how much GPU memory we think we're
using at any point, and will help prevent resource leaks for these
object types. It also makes initialization and releasing much more
trivial.
The base class for a resource uses a template template parameter so
that we can use a unique or shared pointer depending on if the object
in question needs unique or shared ownership. For some resources
(in our case, SRVs are shared between the TextureStorage11 and
RenderTarget11 classes, and Textures are shared in many places) we
need to have the ability to have shared ownership. Unique ownership is
a little bit more efficient so supporting both can be helpful.
In this patch RenderTargetView allocation is moved to use the unique
smart pointer.
BUG=angleproject:2034
Change-Id: Idb1245c24cd66733b8b5ca524c727350b2d2c745
Reviewed-on: https://chromium-review.googlesource.com/503248
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
f6b986c8
|
2017-04-18T14:52:31
|
|
Refactor TextureStorage11
The CL includes below changes:
1. Change bool isAssociatedImageValid to void verifyAssociatedImageValid
since we always required that the validation check should never be false.
So ASSERT() is enough. Same to
Image11::isAssociatedStorageValid->Image11::verifyAssociatedStorageValid.
2. Remove the unnecessary if checking after ASSERT
3. Use override instead of virtual if the function is virtual and
is overriding a virtual function from the base class.
BUG=angleproject:2006
Change-Id: I036666ae1ed4bfcaa8cef9e0e9626d375cd81a27
Reviewed-on: https://chromium-review.googlesource.com/480015
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
408293f8
|
2016-12-20T10:11:45
|
|
D3D11: Fix stale SRVs with tiny depth textures.
When the tiny depth texture would get re-created on change, it was
not freeing any cached SRVs which were pointing to the old tex.
Fix this by erasing the cache entry if the texure is recreated.
Also include a test which hooks into the workarounds to force
testing on every platform.
Also narrow the workaround to only apply to depth/stencil textures
which use these mips in GL, rather than D3D, where we always create
a full mip chain.
BUG=angleproject:1664
Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4
Reviewed-on: https://chromium-review.googlesource.com/421567
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
9e3d7aa0
|
2016-09-02T15:19:43
|
|
D3D11: Work around small mipped stencil textures.
AMD has a bug with 2x2 and 1x1 mips of depth/stencil textures. Formats
D24S8 and D32FS8 both seem to render black for the very small mips.
We can work around this by selectively caching a copy of the texture
data that only has depth information, since stencil isn't filterable
in OpenGL ES.
BUG=angleproject:1493
BUG=chromium:638323
Change-Id: Iebef42c4680018d9854dbe789d677823167213dd
Reviewed-on: https://chromium-review.googlesource.com/380037
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
dea2777c
|
2016-09-02T15:09:09
|
|
D3D11: Rename TextureStorage swizzle invalidation.
Since we'll also be storing a cache of depth textures as well as
swizzle info, generalize the invalidation methods.
BUG=angleproject:1493
BUG=chromium:638323
Change-Id: I8fef049b01c81483fcf28196866a22d5cfed32a1
Reviewed-on: https://chromium-review.googlesource.com/380036
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8cf70d55
|
2016-08-09T11:10:35
|
|
D3D11: Rename ANGLEFormatSet to Format.
BUG=angleproject:1455
Change-Id: I896b3ed2d5e4ff3ad72de9a3a4b554841129e4e9
Reviewed-on: https://chromium-review.googlesource.com/367093
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
c98cd326
|
2016-08-09T11:10:33
|
|
D3D11: Merge d3d11::TextureFormat and ANGLEFormatSet.
BUG=angleproject:1455
Change-Id: I7fc2640ec9d73528feb526b4d8b89cabccda4d17
Reviewed-on: https://chromium-review.googlesource.com/367092
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
17b10a9a
|
2016-08-03T14:10:06
|
|
D3D11: Store more format info by-reference.
This CL stores the d3d11::TextureFormat by reference in the texture
storage. Adding the internalFormat to the TextureFormat allows us
to store a single ref instead of three per TextureStorage11.
Also store the format sets in a d3d11::TextureFormat by-ref instead
of by-pointer, making the code a bit cleaner.
BUG=angleproject:1455
Change-Id: I3c0e966d948c694435577d7d45dc0cd156480cdb
Reviewed-on: https://chromium-review.googlesource.com/365412
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
3416ff3e
|
2016-08-04T10:13:21
|
|
D3D: Check for error before createTextureStorageEGLImage.
Previously we were just dumping any unexpected errors here. Fix this
by passing in the RT explicitly in the constructor, although we still
store the EGLImage pointer in case the RT changes.
BUG=angleproject:1455
Change-Id: Ie4d4a07c3a7b3a5ccc0a43c4e80bfc6ee43a676b
Reviewed-on: https://chromium-review.googlesource.com/365411
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
11b30612
|
2016-08-02T12:31:58
|
|
D3D11: Store ANGLEFormatSets instead of ANGLEFormats.
This saves us looking up the FormatSet repeatedly.
BUG=angleproject:1455
Change-Id: I77890c1eb427e7d087ceaf194a5001b8b03585d4
Reviewed-on: https://chromium-review.googlesource.com/359084
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
9585a784
|
2016-07-08T15:12:34
|
|
Clear SRV cache on keyed mutex texture unbind from TextureStorage11_External
This fixes the same issue as https://chromium-review.googlesource.com/328400,
except with NV12 external storage textures. The SRV cache thinks the
texture is still bound, but releasing the keyed mutex has unbound it.
BUG=625900,626524
Change-Id: I991cb3eeaaea0a1c4570b88de2ba873ae868ec2a
Reviewed-on: https://chromium-review.googlesource.com/359430
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: John Bauman <jbauman@chromium.org>
|
|
e8528d89
|
2016-05-16T17:50:52
|
|
Fix determining texture mipmap completeness
The code didn't previously take base level properly into account
when determining how many levels to check when checking for texture
completeness.
The code is refactored so that the "q" value in spec, that is the
maximum mipmap level for determining completeness, can be queried from
TextureState. This value is used now for checking completeness.
This requires moving ImageDescs under TextureState. Functions that
operate on the ImageDesc array are also moved from Texture to
TextureState. TextureState members are also renamed to start with the
"m" prefix and made private.
Also handle levels outside the base/max level range consistently in
eglCreateImageKHR validation. We interpret the spec so that if the
level used for the EGL image is not a part of the texture levels that
affect texture completeness, an error is generated.
BUG=angleproject:596
TEST=angle_end2end_tests
Change-Id: I038ef24aa83e0a6905ca3c0bbada5989eecb00d9
Reviewed-on: https://chromium-review.googlesource.com/344880
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
77ae8d57
|
2016-05-06T14:19:01
|
|
Share TextureState structure with TextureImpl
This refactoring patch removes the need to pass texture state to
methods of TextureImpl in some cases. It also adds target value to
TextureState, and moves TextureState definition to Texture.h.
The effective base level can now also be queried from TextureState,
which reduces the need to pass it around.
Two different code paths that dealt with the TextureStorage11 SRV
cache are combined into one.
Besides refactoring, this patch fixes applying mTopLevel twice when
determining the amount of mip levels TextureStorage11.
BUG=angleproject:596
TEST=angle_end2end_tests, angle_unittests
Change-Id: I1add3d9ad847bec56774e394125156cf9cb0fc2a
Reviewed-on: https://chromium-review.googlesource.com/342940
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
bda75597
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I39b6ec393ea338e2c843fb911acc1b36cd1158a0
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
Reviewed-on: https://chromium-review.googlesource.com/341254
Reviewed-by: Ian Ewell <ewell@google.com>
|
|
9670b03e
|
2016-04-29T09:47:47
|
|
Revert "Finish NV12 support via streams."
Broke Windows Clang compilation, see https://build.chromium.org/p/chromium.gpu.fyi/builders/GPU%20Win%20Clang%20Builder%20%28dbg%29/builds/3583/steps/compile/logs/stdio and search for TextureStorage11.h
This reverts commit 9b8b359fa3615be7c7492239a48f61103b2e4fcc.
Change-Id: I6e54305eba02b40927a35577594df39e951adb32
Reviewed-on: https://chromium-review.googlesource.com/341430
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
|
|
9b8b359f
|
2016-04-18T17:25:54
|
|
Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
|
|
1a4523f3
|
2016-03-18T15:33:55
|
|
Avoid copying of texture format info structures
Use const pointers to the statically allocated structures instead of
copying them in TextureStorage11. This avoids the cost of copying and
saves a little bit of memory.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: Ib59fddd68ba9bc53e491d55683416c0661f26e0e
Reviewed-on: https://chromium-review.googlesource.com/333930
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
7b591905
|
2016-02-26T14:37:57
|
|
D3D11: Use blit SRV format for blits
blitSRVFormat stores the format that is used with ANGLE's internal
blit shaders. By default, it is the same as the normal SRV format.
For integer textures with a red channel, the RTV format is used
instead. This makes it possible to change the storage format and the
SRV format for the integer textures without affecting the blit format.
The blitSRVFormat is used when doing blits in Blit11::copyTexture().
An exception is made for depth/stencil renderbuffer blit - in these cases
it is okay to assume that the regular SRV format works for blitting.
In the future the regular SRV format for integer textures will be changed
to be different from their blit SRV format.
TEST=angle_end2end_tests
dEQP-GLES3.functional.fbo.blit.* (no regression)
dEQP-GLES3.functional.texture.swizzle.* (no regression)
BUG=angleproject:1244
Change-Id: Ie0e790e58ec054b64ef5983a09dbfc7754f269ca
Reviewed-on: https://chromium-review.googlesource.com/327104
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
114d129d
|
2016-02-26T12:33:00
|
|
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>
|
|
bc49758c
|
2016-02-23T14:43:19
|
|
Choose D3D11 swizzle formats in gen_texture_format_table.py
Making swizzle format data come from the ANGLE format table will make
it easier to make changes that affect both swizzle formats and regular
texture formats. Swizzle format is now specified manually for some
tricky formats, but for most it can be determined automatically from
the ANGLE texture format info.
The ANGLE texture format info in texture_format_table.json is changed
to facilitate this. The componentType field now captures only whether
the data is normalized, int or float and its signedness, but not the
width of the data type. Bit widths of the individual channels are
recorded in a separate "bits" object for each ANGLE format entry.
Also, a new 16-bit RGBA UNORM ANGLE format is added to support
swizzling 16-bit normalized depth formats.
This change is mostly just refactoring, but it fixes swizzling for
formats which have less bits for alpha than other channels:
- RGB10_A2
- RGB10_A2UI
- RGB5_A1
BUG=angleproject:1322
BUG=angleproject:1244
TEST=angle_end2end_tests,
dEQP-GLES3.functional.texture.swizzle.* (all pass)
Change-Id: I87d8a9cc0b6569191f50c41754d77b20ca6afef9
Reviewed-on: https://chromium-review.googlesource.com/329074
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
f434906c
|
2016-02-22T14:53:26
|
|
Group D3D11 DXGI format info under a struct
This patch refactors how DXGI format info is stored. The goal is to
make it easier to make changes that affect both swizzle formats and
regular texture formats, and make it easier to pass the format sets
around.
BUG=angleproject:1244
TEST=angle_end2end_tests
Change-Id: I1cc220bccbbdde9200a41829fdc37c8ec123c6a1
Reviewed-on: https://chromium-review.googlesource.com/329072
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
24a504ec
|
2016-02-18T13:53:00
|
|
Clear SRV cache on keyed mutex texture unbind from TextureStorage11
If the calling code releases the keyed mutex after the unbind then D3D will
unbind the SRV or RTV from the pipeline without notifying the cache. This
allows the SRV to be destroyed, which means that a subsequently-created SRV
could have the same address. This would cause the new SRV to not be correctly
bound to the pipeline if its slot is the same as the unbound SRV.
BUG=588000
Change-Id: I0ad1ba3706a6bcc1fee50745e6148c9b23e578f6
Reviewed-on: https://chromium-review.googlesource.com/328400
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: John Bauman <jbauman@chromium.org>
|
|
69cce580
|
2015-09-17T13:20:36
|
|
Split the SamplerState struct into SamplerState and TextureState.
SamplerState is now only the members that are overridden by a sampler
object, this makes it easy to update those specific members.
Opted for getters and setters for each member in Texture and Sampler
because it will be required to enable dirty bits for these states.
Added maxAnisotropy to the SamplerState instead of texture state. The
sampler objects extension mentions it should be there.
BUG=angleproject:1162
Change-Id: I5aa6d702bd5915ee9df1976afef3c8c1f69d27c8
Reviewed-on: https://chromium-review.googlesource.com/300490
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
362c0a79
|
2015-08-12T14:44:38
|
|
Implement EGL image classes for the D3D renderers.
BUG=angleproject:970
Change-Id: I24d393fcd75dd4ee510785e8475b093868701c77
Reviewed-on: https://chromium-review.googlesource.com/295152
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tryjob-Request: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
ba8a0bf8
|
2015-05-13T09:48:59
|
|
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>
|
|
752ce192
|
2015-04-14T11:11:12
|
|
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>
|
|
f4bf3811
|
2015-04-01T16:15:32
|
|
Use GetAs/GetImplAs whenever possible.
This patch cleans up the rest of our custom casting helper
functions.
Change-Id: I41975c736765fca855c4498acca31116df3e8317
Reviewed-on: https://chromium-review.googlesource.com/263477
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
|
|
f0d10f89
|
2015-03-31T12:56:52
|
|
Replace non-copyable macro with a helper class.
This class provides a simpler scheme for blocking default copy
and assignment operators. It also reduces the amount of code
needed since it's inherited to child classes. This also fixes
the conflict between our macro and the same-named macro in
Chromium code.
BUG=angleproject:956
Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f
Reviewed-on: https://chromium-review.googlesource.com/263257
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
|
|
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>
|
|
c2e75afa
|
2015-01-05T14:26:24
|
|
Rename RenderTarget to RenderTargetD3D and move it into the d3d folder.
BUG=angle:681
Change-Id: I1946e01ce09d99405c318723c254fe300cc5ac53
Reviewed-on: https://chromium-review.googlesource.com/238471
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
b4dedf3e
|
2015-01-05T14:08:53
|
|
Merge the Image class into ImageD3D.
BUG=angle:681
Change-Id: I0c0d41fb3ff9592b08ede58a8c2ec2bd2d94a0b2
Reviewed-on: https://chromium-review.googlesource.com/238470
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
|
|
215b37a6
|
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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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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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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