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  • tests
  • gl_tests
  • FramebufferTest.cpp
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  • Charlie Lao's avatar
    Vulkan: Support sample/render to depth texture with different LOD · 5eac3169
    Charlie Lao authored Apr 09, 2021
    Previously we supported read only depth attachment that attachment and
    sample are using the same texture. It was always assuming it will be
    read only if the same texture is attached to FBO and same time bound to
    texture unit. But we never supported if it actually writing to depth
    texture, but at the different level with sampling. This is supported
    OpenGL operation as long as the levels render to is outside [base_level,
    max_level]. Later on, we added support of the above operation, but
    limited to color buffers. This CL extends the same support of render and
    sample to the same depth texture with non-overlapping levels. Android
    game black desert mobile is running into this usage case.
    
    Bug: b/181797383
    Change-Id: I7ee1d52f27603f933102ad1b098684309449c406
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2819487
    Commit-Queue: Charlie Lao <cclao@google.com>
    Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarIan Elliott <ianelliott@google.com>
    5eac3169
FramebufferTest.cpp 132 KB
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