1. 21 Nov, 2016 2 commits
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  3. 17 Nov, 2016 5 commits
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  7. 11 Nov, 2016 10 commits
  8. 10 Nov, 2016 1 commit
    • Fixed incorrect multisample rendering when enable SAMPLE_COVERAGE on Win · 4b97d504
      Qin Jiajia authored
      In RendererD3D::createRenderTarget, we use getNearestSamples(samples)'s
      result to assign D3D11_TEXTURE2D_DESC.SampleDesc.Count. However, in
      renderer11::updateState, we used the original samples to calculate mask
      by GetBlendSampleMask not the supported nearest samples. It would result
      that multisample rendering result was incorrect when enable
      AMPLE_COVERAGE and the samples is not in the suported list but less than
      max samples. At least, on Intel Win platform, we can reproduce it.
      The fixing is to use same samples in these two places.
      
      BUG=angleproject:1610
      TEST=MultisampleCompatibilityTest.DrawCoverageAndResolve
      
      Change-Id: I255b12d1032317145adfcee94e65e88ae5307113
      Reviewed-on: https://chromium-review.googlesource.com/408516Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
      Commit-Queue: Geoff Lang <geofflang@chromium.org>