Several depth-only formats were implemented using depth+stencil formats. This resulted in unintended stencil operations happening, as well as unnecessary allocations and blitting of stencil data. This change also introduces quad-layout depth+stencil formats for more efficient rendering. Note that as before the 'internal' buffer's format also indicates the presence of a stencil component, even though it only stores the depth component, while the 'stencil' buffer now has an S8 format or NULL for a depth-only format. Change-Id: I245f0cb5a999851e24082f3ab1ea78a5f5956af3 Reviewed-on: https://swiftshader-review.googlesource.com/14988Tested-by:Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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| PixelPipeline.hpp | Loading commit data... | |
| PixelProgram.cpp | Loading commit data... | |
| PixelProgram.hpp | Loading commit data... | |
| PixelRoutine.cpp | Loading commit data... | |
| PixelRoutine.hpp | Loading commit data... | |
| PixelShader.cpp | Loading commit data... | |
| PixelShader.hpp | Loading commit data... | |
| SamplerCore.cpp | Loading commit data... | |
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| SetupRoutine.cpp | Loading commit data... | |
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| Shader.hpp | Loading commit data... | |
| ShaderCore.cpp | Loading commit data... | |
| ShaderCore.hpp | Loading commit data... | |
| VertexPipeline.cpp | Loading commit data... | |
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| VertexProgram.hpp | Loading commit data... | |
| VertexRoutine.cpp | Loading commit data... | |
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