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  • angle
  • src
  • tests
  • gl_tests
  • SwizzleTest.cpp
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  • Olli Etuaho's avatar
    D3D11: Use blit SRV format for blits · 7b591905
    Olli Etuaho authored Feb 26, 2016
    blitSRVFormat stores the format that is used with ANGLE's internal
    blit shaders. By default, it is the same as the normal SRV format.
    For integer textures with a red channel, the RTV format is used
    instead. This makes it possible to change the storage format and the
    SRV format for the integer textures without affecting the blit format.
    
    The blitSRVFormat is used when doing blits in Blit11::copyTexture().
    
    An exception is made for depth/stencil renderbuffer blit - in these cases
    it is okay to assume that the regular SRV format works for blitting.
    
    In the future the regular SRV format for integer textures will be changed
    to be different from their blit SRV format.
    
    TEST=angle_end2end_tests
         dEQP-GLES3.functional.fbo.blit.* (no regression)
         dEQP-GLES3.functional.texture.swizzle.* (no regression)
    BUG=angleproject:1244
    
    Change-Id: Ie0e790e58ec054b64ef5983a09dbfc7754f269ca
    Reviewed-on: https://chromium-review.googlesource.com/327104Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    7b591905
SwizzleTest.cpp 11.1 KB
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