1. 16 Feb, 2018 1 commit
    • Vulkan: Add depth/stencil surfaces. · f618c9e5
      Jamie Madill authored
      This change lets us create egl::Surfaces from a D24S8 config. This is
      a bit hacky, because the spec only mandates 24 -or- 32 bit depth
      support, but not both or either individually. Will need follow-up work
      for proper EGL config setup.
      
      A single depth buffer is allocated for the entire set of swapchain
      images and is used with each. This also might be a problem if we're
      rendering to multiple frames at the same time. We'll likely have to
      revisit this in the future as well.
      
      This adds a new RenderTargetVk to the SurfaceVk class which points to
      the Depth/Stencil image. Since ImageViews must refer to either the
      depth or stencil, but not both, we'll need to address this when we
      get to implementing depth/stencil texture reads in shaders.
      
      Bug: angleproject:2357
      Change-Id: Ibed0eed7e1d0efb272758dbfc79fa2c5aa93997f
      Reviewed-on: https://chromium-review.googlesource.com/919761Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>
  2. 15 Feb, 2018 6 commits
  3. 14 Feb, 2018 11 commits
  4. 13 Feb, 2018 4 commits
  5. 12 Feb, 2018 9 commits
  6. 09 Feb, 2018 5 commits
  7. 08 Feb, 2018 4 commits