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  • angle
  • src
  • libANGLE
  • renderer
  • d3d
  • d3d11
  • Blit11.cpp
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  • Olli Etuaho's avatar
    D3D11: Don't use DXGI to GL format map in copy functions · b1853096
    Olli Etuaho authored Feb 24, 2016
    The swizzle or copy shader needs to be chosen according to the
    component type of the source SRV. Before this patch, the component
    type was obtained by going through the mapping from the SRV DXGI
    formats to GL formats.
    
    This mapping is problematic, because it has entries that don't really
    make sense, like R16_UNORM and R16_TYPELESS formats being mapped to
    GL_DEPTH_COMPONENT16. This is an issue particularly because these
    formats will be used for integer RED textures in the future. For
    this reason the mapping should be removed.
    
    In the case addressed by this specific commit, rather than look up the
    component type of the SRV indirectly through the GL format table using
    the GL internal format that corresponds to the DXGI format, just use
    the component type of the DXGI format. The depth+stencil swizzle cases
    where the component type is not well defined are handled as a special
    case.
    
    BUG=angleproject:1244
    TEST=angle_end2end_tests,
         dEQP-GLES3.functional.texture.swizzle.* (all pass),
         dEQP-GLES3.functional.fbo.blit.* (no regressions)
    
    Change-Id: I39fb8a14921b89d299e0077b3bea8b4e66ef218d
    Reviewed-on: https://chromium-review.googlesource.com/329103
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    b1853096
Blit11.cpp 56.3 KB
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