The implementation of DynamicBuffer before my changes could have some issues in the following use case: - Allocate buffer 1 for Texture 1 (with size as big as the full buffer size) - Allocate buffer 2 for Texture 2 (triggers creation of a new underlying BufferVk and releases the buffer 1 to the Renderer) - Render with Texture 2 (texture 1 hasn't been flushed yet) - swap buffers (causes garbage in the renderer to be cleaned up) - Try rendering with Texture 1, and you'll get an error stating that the buffer we're trying to copy is not valid (because its already been freed). This set of changes: - Add a new test that specifically triggers this case. - enables the texture.filtering.cube* tests in dEQP. - Fixes the issue by adding a manual releasing pattern of the buffers in DynamicBuffer. Bug: angleproject:2505 Change-Id: I207ce4a694016766f008cca67d82b252f460e0df Reviewed-on: https://chromium-review.googlesource.com/1052551Reviewed-by:Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>
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