Hash :
6c0d4658
Author :
Date :
2022-05-27T15:32:42
D3D11: implement stencil texturing. When GL_DEPTH_STENCIL_TEXTURE_MODE is set to GL_STENCIL_INDEX, GL requires the stencil value to be in the R component. However, when sampling a depth24stencil8 texture in D3D11, the stencil ends up in the G component. So in this mode, swizzle the result from G to R. In order to sample stencil, use the appropriate stencil-only format for the SRV: X24_TYPELESS_G8_UINT for d24s8, X32_TYPELESS_G8X24_UINT for d32fs8. This required adding a new field to D3D11 Format. Bug: angleproject:7303 Change-Id: I7cf70efaaf6c833fa0b2497e4080618dfd7103ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3679485 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
{
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"src/libANGLE/renderer/d3d/d3d11/gen_texture_format_table.py":
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"src/libANGLE/renderer/d3d/d3d11/texture_format_data.json":
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"src/libANGLE/renderer/d3d/d3d11/texture_format_map.json":
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"src/libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.cpp":
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}