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authorOliver Wolff <oliver.wolff@qt.io>2016-05-19 10:55:46 +0200
committerOliver Wolff <oliver.wolff@qt.io>2016-05-20 05:27:29 +0000
commitc276aa51303b7c6f8e4cd854aadf8344a906e50f (patch)
tree40cf2cf6cb7b8e22486afaf71b6c5cec7339306f /src/3rdparty
parent20211c4213c0b2565ff9ab86b281d069325c1a33 (diff)
ANGLE: fixed usage of shared handles for WinRT/WinPhone applications
Both checks are not relevant in Qt's context and were skipped before but they sneaked back in with the latest ANGLE update. Change-Id: Ic44de5468a3254afd76ef4804d97d245676daeb1 Reviewed-by: Maurice Kalinowski <maurice.kalinowski@qt.io>
Diffstat (limited to 'src/3rdparty')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp3
-rw-r--r--src/3rdparty/angle/src/libANGLE/validationEGL.cpp3
2 files changed, 6 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
index 62badccefc..0173311bc6 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
@@ -2618,12 +2618,15 @@ bool Renderer11::getShareHandleSupport() const
return false;
}
+ // Qt: we don't care about the 9_3 limitation
+#if 0
// Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains.
if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
mSupportsShareHandles = false;
return false;
}
+#endif
// Find out which type of D3D11 device the Renderer11 is using
d3d11::ANGLED3D11DeviceType deviceType = getDeviceType();
diff --git a/src/3rdparty/angle/src/libANGLE/validationEGL.cpp b/src/3rdparty/angle/src/libANGLE/validationEGL.cpp
index 972f6a7a5a..903f51b158 100644
--- a/src/3rdparty/angle/src/libANGLE/validationEGL.cpp
+++ b/src/3rdparty/angle/src/libANGLE/validationEGL.cpp
@@ -642,11 +642,14 @@ Error ValidateCreatePbufferFromClientBuffer(Display *display, EGLenum buftype, E
return Error(EGL_BAD_ATTRIBUTE);
}
+// On Windows Store, we know the originating texture came from D3D11, so bypass this check
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
const Caps &caps = display->getCaps();
if (textureFormat != EGL_NO_TEXTURE && !caps.textureNPOT && (!gl::isPow2(width) || !gl::isPow2(height)))
{
return Error(EGL_BAD_MATCH);
}
+#endif
}
return Error(EGL_SUCCESS);