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  • Hash : 38d92b59
    Author : JiangYizhou
    Date : 2017-09-13T13:47:52

    Workaround Intel driver bug on D3D when renderering with no render target
    
    When rendering with no render target on D3D, two bugs lead to
    incorrect behavior on Intel drivers < 4815. The rendering samples
    always pass neglecting discard statement in pixel shader.
    
    Two bugs are listed bellow,
    1. When a framebuffer has no attachments, the pixel shader will be
    recompiled to drop 'SV_TARGET'. On Intel drivers, when using a pixel
    shader with no 'SV_TARGET' in a draw, pixels are always generated even
    if they should be discard by 'discard' statements.
    
    2. When a framebuffer has no attachments, ID3D11BlendState.RenderTarget
    [].RenderTargetWriteMask were set to 0 in angle. If RenderTargetWriteMask
    is 0 and rendertarget is not set, then rendering samples also pass
    neglecting discard statement in pixel shader on Intel.
    
    So we add a dummy texture as render target to workaround this issue.
    
    BUG=angleproject:2152
    
    TEST=FramebufferTest_ES31.RenderingLimitToDefaultFBOSizeWithNoAttachments/ES3_1_D3D11
    TEST=dEQP-GLES31.functional.fbo.no_attachments.*
    TEST=dEQP-GLES31.functional.state_query.integer.max_framebuffer*
    TEST=dEQP-GLES31.functional.state_query.integer.max_color_texture_samples_*
    TEST=dEQP-GLES31.functional.state_query.integer.max_depth_texture_samples_*
    TEST=dEQP-GLES31.functional.state_query.integer.max_integer_samples_*
    
    Change-Id: I1cb974703b6c05c39b731d147f7c8c4fb7b5fe68
    Reviewed-on: https://chromium-review.googlesource.com/741544
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

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