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  • angle
  • src
  • libANGLE
  • renderer
  • gl
  • TextureGL.cpp
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  • Geoff Lang's avatar
    Work around depth texture sampling differences in GL versions. · e8f47137
    Geoff Lang authored Sep 09, 2015
    ES3 requires that only the red channel has data when sampling from depth
    textures while desktop GL treats them as luminance textures.  Set the
    swizzle state of the texture to sample 0 from the blue and green channels
    in TextureGL.
    
    Passes 75 new tests in dEQP-GLES3.functional.texture.format and
    dEQP-GLES3.functional.texture.specification.
    
    BUG=angleproject:884
    
    Change-Id: I863472961dcbbf8af864f5e1d85a4aea41f47bda
    Reviewed-on: https://chromium-review.googlesource.com/298481Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
    e8f47137
TextureGL.cpp 28.5 KB
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