1. 05 Dec, 2019 1 commit
    • Improve current multisampled renderbuffer/texture support · 5f857839
      Ian Elliott authored
      This is split off from a change to implement multisampled textures for
      the Vulkan back-end, and will come before that change.  The changes
      include:
      
      - Make a common utility rx::GetSamplePosition() function.  D3D11 and
        Vulkan use the same standard sample positions/locations for 1, 2, 4,
        8, and 16 samples.  The D3D11 back-end has a utility function for
        this, which is being moved to a common location--for use by both the
        D3D11 and Vulkan back-ends.
      
      - Texture::setStorageMultisample() handles converting the "requested number of
        samples" to the actual number of samples used (e.g. converting 3 to 4),
        supported by the underlying back-end).  The actual number used is stored in
        gl::TextureState::mImageDescs, for use by other GLES commands.
      
      - Change some end2end tests to not make assumptions about the supported number
        of samples, but to properly query what is supported.
      
      Bug: angleproject:3565
      Bug: angleproject:4196
      Change-Id: I1dc12fedd0f8fb4975f90d87486e443b069b7141
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1948535
      Commit-Queue: Ian Elliott <ianelliott@google.com>
      Reviewed-by: 's avatarIan Elliott <ianelliott@google.com>
  2. 04 Dec, 2019 13 commits
  3. 03 Dec, 2019 15 commits
  4. 02 Dec, 2019 10 commits
  5. 29 Nov, 2019 1 commit