Skip to content

  • Projects
  • Groups
  • Snippets
  • Help
  • This project
    • Loading...
  • Sign in / Register
A
angle
  • Project
    • Overview
    • Details
    • Activity
    • Cycle Analytics
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributors
    • Graph
    • Compare
    • Charts
  • Issues 0
    • Issues 0
    • List
    • Board
    • Labels
    • Milestones
  • Merge Requests 0
    • Merge Requests 0
  • CI / CD
    • CI / CD
    • Pipelines
    • Jobs
    • Schedules
    • Charts
  • Wiki
    • Wiki
  • Snippets
    • Snippets
  • Members
    • Members
  • Collapse sidebar
  • Activity
  • Graph
  • Charts
  • Create a new issue
  • Jobs
  • Commits
  • Issue Boards
  • Chen Yisong
  • angle
  • Repository

Switch branch/tag
  • angle
  • src
  • libGLESv2.gypi
Find file
BlameHistoryPermalink
  • Jamie Madill's avatar
    D3D11: Fix stale SRVs with tiny depth textures. · 408293f8
    Jamie Madill authored Dec 20, 2016
    When the tiny depth texture would get re-created on change, it was
    not freeing any cached SRVs which were pointing to the old tex.
    Fix this by erasing the cache entry if the texure is recreated.
    
    Also include a test which hooks into the workarounds to force
    testing on every platform.
    
    Also narrow the workaround to only apply to depth/stencil textures
    which use these mips in GL, rather than D3D, where we always create
    a full mip chain.
    
    BUG=angleproject:1664
    
    Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4
    Reviewed-on: https://chromium-review.googlesource.com/421567
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    408293f8
libGLESv2.gypi 48 KB
EditWeb IDE
×

Replace libGLESv2.gypi

Attach a file by drag & drop or click to upload


Cancel
A new branch will be created in your fork and a new merge request will be started.