D3D11 supports sampling other channel sizes of backing object and declaring them as 4-vectors in HLSL. This allows us to simplify the logic for fast unpack shaders significantly. Source: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v=vs.85).aspx (Default Values for Missing Components in a Texture) Change-Id: I7f645372f266f57bd94cdb1c795f1d30bf2a60a4 Reviewed-on: https://chromium-review.googlesource.com/181901Reviewed-by:Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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| BufferStorage.cpp | Loading commit data... | |
| BufferStorage.h | Loading commit data... | |
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| IndexBuffer.h | Loading commit data... | |
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| IndexDataManager.h | Loading commit data... | |
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| ShaderExecutable.h | Loading commit data... | |
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| TextureStorage.cpp | Loading commit data... | |
| TextureStorage.h | Loading commit data... | |
| VertexBuffer.cpp | Loading commit data... | |
| VertexBuffer.h | Loading commit data... | |
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| VertexDataManager.h | Loading commit data... | |
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| vertexconversion.h | Loading commit data... |