1. 21 Sep, 2018 1 commit
    • ES31: Support translating textureGather into HLSL - Part I · a977acc8
      Jiawei Shao authored
      This patch is the first one in the series of supporting GLSL texture
      function textureGather/textureGatherOffset on D3D11.
      
      According to ESSL 3.1 SPEC (Chapter 8.9.3, Page 130), the definition
      of textureGather on sampler2D is:
          gvec4 textureGather (gsampler2D sampler, vec2 P[, int comp])
      
      The parameter "comp" is optional, and if it is specified, the value
      of "comp" must be a constant integer expression with a value of 0, 1,
      2, or 3, identifying the x, y, z, or w postswizzled component of the
      four-component vector lookup result for each texel, respectively. If
      comp is not specified, it is treated as 0.
      
      According to the definition above, textureGather is equivalent to
      Texture2D.Gather[Red|Green|Blue|Alpha] in HLSL, where we can use a
      switch-case expression to choose the right HLSL texture function.
      
      The features listed here will be implemented in the following patches:
      1. Support textureGatherOffset
      2. Support textureGather[Offset] on isamplers and usamplers
      3. Support textureGather[Offset] on textures when swizzle is on
      4. Support textureGather[Offset] on shadow samplers
      
      BUG=angleproject:2826
      TEST=dEQP-GLES31.functional.texture.gather.basic.2d.rgba8.*
           dEQP-GLES31.functional.texture.gather.basic.cube.rgba8.*
           (without texture_swizzle)
           dEQP-GLES31.functional.texture.gather.basic.2d_array.rgba8.*
           (without texture_swizzle)
      
      Change-Id: Iff2ed4f8b65dad613cb0bafdfd19f8f0528e832c
      Reviewed-on: https://chromium-review.googlesource.com/1232980
      Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
      Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
  2. 20 Sep, 2018 2 commits
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  8. 12 Sep, 2018 2 commits