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  • Hash : 42975644
    Author : Jamie Madill
    Date : 2017-10-12T12:31:51

    Move incomplete texture logic to shared helper.
    
    The incomplete texture handling is similar between the D3D and Vulkan
    back-ends. We create 1x1 textures, initialize them to black, and bind
    them when we detect incomplete textures. We would also bind incomplete
    textures when we detect feedback loops. In the GL back-end, we
    wouldn't detect feedback loops, and would allow the driver to handle
    incompleteness.
    
    Instead implement this in a shared helper class, and do the feedback
    loop detection in the front-end for every back-end. This makes our
    behaviour more consistent between back-ends, and prevents undefined
    behaviour.
    
    Because initializing multisample textures is tricky (they
    can't be updated with TexImage calls) we do a bit of a workaround so
    the back-end can clear the incomplete multisample texture initially.
    
    This progresses the initial Vulkan textures implementation.
    
    BUG=angleproject:2167
    
    Change-Id: I79ddcc0711fcc986f2578a52ac6f701231d241ac
    Reviewed-on: https://chromium-review.googlesource.com/700993
    Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

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