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  • Hash : 5f857839
    Author : Ian Elliott
    Date : 2019-12-04T15:30:50

    Improve current multisampled renderbuffer/texture support
    
    This is split off from a change to implement multisampled textures for
    the Vulkan back-end, and will come before that change.  The changes
    include:
    
    - Make a common utility rx::GetSamplePosition() function.  D3D11 and
      Vulkan use the same standard sample positions/locations for 1, 2, 4,
      8, and 16 samples.  The D3D11 back-end has a utility function for
      this, which is being moved to a common location--for use by both the
      D3D11 and Vulkan back-ends.
    
    - Texture::setStorageMultisample() handles converting the "requested number of
      samples" to the actual number of samples used (e.g. converting 3 to 4),
      supported by the underlying back-end).  The actual number used is stored in
      gl::TextureState::mImageDescs, for use by other GLES commands.
    
    - Change some end2end tests to not make assumptions about the supported number
      of samples, but to properly query what is supported.
    
    Bug: angleproject:3565
    Bug: angleproject:4196
    Change-Id: I1dc12fedd0f8fb4975f90d87486e443b069b7141
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1948535
    Commit-Queue: Ian Elliott <ianelliott@google.com>
    Reviewed-by: Ian Elliott <ianelliott@google.com>
    

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