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  • angle
  • src
  • libGLESv2.gypi
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  • Olli Etuaho's avatar
    Choose D3D11 swizzle formats in gen_texture_format_table.py · bc49758c
    Olli Etuaho authored Feb 23, 2016
    Making swizzle format data come from the ANGLE format table will make
    it easier to make changes that affect both swizzle formats and regular
    texture formats. Swizzle format is now specified manually for some
    tricky formats, but for most it can be determined automatically from
    the ANGLE texture format info.
    
    The ANGLE texture format info in texture_format_table.json is changed
    to facilitate this. The componentType field now captures only whether
    the data is normalized, int or float and its signedness, but not the
    width of the data type. Bit widths of the individual channels are
    recorded in a separate "bits" object for each ANGLE format entry.
    
    Also, a new 16-bit RGBA UNORM ANGLE format is added to support
    swizzling 16-bit normalized depth formats.
    
    This change is mostly just refactoring, but it fixes swizzling for
    formats which have less bits for alpha than other channels:
    
    - RGB10_A2
    - RGB10_A2UI
    - RGB5_A1
    
    BUG=angleproject:1322
    BUG=angleproject:1244
    TEST=angle_end2end_tests,
         dEQP-GLES3.functional.texture.swizzle.* (all pass)
    
    Change-Id: I87d8a9cc0b6569191f50c41754d77b20ca6afef9
    Reviewed-on: https://chromium-review.googlesource.com/329074Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    bc49758c
libGLESv2.gypi 35.9 KB
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