Always size input layouts to gl::MAX_VERTEX_ATTRIBS, and use '1' bits to signal where we have a GPU conversion. The simplification allows us to more cleanly match the vertex executable signatures and makes our default VertexExecutable hit much more often. BUG=510151 TEST=angle_end2end_tests,Canary WebGL, manual testing with Chromium Change-Id: I5009323c4e7e208e7a2595be46658c344517a4ff Reviewed-on: https://chromium-review.googlesource.com/290740Reviewed-by:Geoff Lang <geofflang@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org>
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| Renderer11.cpp | Loading commit data... | |
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| ShaderExecutable11.cpp | Loading commit data... | |
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