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  • OutputHLSL.cpp
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  • Olli Etuaho's avatar
    Use texture base level to implement textureSize on D3D11 HLSL · bce743ab
    Olli Etuaho authored Jan 15, 2016
    HLSL GetDimensions call doesn't take the texture base level into account,
    so ANGLE needs to use the texture base level passed in uniforms to
    emulate ESSL textureSize() which does take it into account.
    
    After this change the relevant dEQP tests pass on NVIDIA, Intel is still
    suffering from an issue where a wrong value is returned when the lod
    is > 0 (tested on Intel HD Graphics 4600). AMD is also suffering from an
    unknown issue.
    
    BUG=angleproject:596
    TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
         (all pass on NVIDIA now), angle_end2end_tests
    
    Change-Id: I13e33d126008ecdf2b89461a3fb5040949cf19e2
    Reviewed-on: https://chromium-review.googlesource.com/322123Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    bce743ab
OutputHLSL.cpp 122 KB
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