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  • angle
  • src
  • libANGLE
  • renderer
  • d3d
  • RendererD3D.cpp
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  • Olli Etuaho's avatar
    D3D: Run applyTextures before applyShaders · e5df3066
    Olli Etuaho authored Nov 18, 2015
    applyShaders will update uniform data by uploading the constant buffer.
    In the future uniform data will contain the base level of textures so
    that shaders can use it to adjust results of texture functions. The most
    natural place to set the base level in uniform data is applyTextures, so
    it needs to be run before applyShaders.
    
    updateSamplerMapping needs to be called before applyTextures, but
    genericDraw* functions already do that. Remove redundant
    updateSamplerMapping call from ProgramD3D::applyUniforms.
    
    BUG=angleproject:596
    BUG=angleproject:1092
    BUG=angleproject:1261
    TEST=angle_end2end_tests
    
    Change-Id: I1828f7bdc75999872a26941a02cb4b6c6a66094d
    Reviewed-on: https://chromium-review.googlesource.com/322121Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com>
    Tested-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    e5df3066
RendererD3D.cpp 20.7 KB
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