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authorAndrew Knight <andrew.knight@digia.com>2014-08-05 12:59:44 +0300
committerAndrew Knight <andrew.knight@digia.com>2014-08-05 16:43:22 +0200
commita6a12d8c0fc918972c15268f749ecc7c90b95d6c (patch)
treecb6d986d30ef97e932ab51768854d5d9b46729d3 /src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch
parent14f9c09542bd6cc19430473da9ce4c68f239ec7d (diff)
ANGLE: upgrade to 2.1~07d49ef5350a
This version of ANGLE provides partial ES3 support, numerous bug fixes, and several potentially useful vendor extensions. All patches have been rebased. The following changes are noted: 0000-General-fixes-for-ANGLE-2.1.patch contains compile fixes for the new ANGLE 0004-Make-it-possible-to-link-ANGLE-statically-for-single.patch has incorporated patch 0015. 0007-Make-DX9-DX11-mutually-exclusive.patch has been removed as it was fixed upstream. 0007-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch has been moved up to fill the patch number gap. 0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch now contains patch 0014 and 0017. 0013-ANGLE-Allow-for-universal-program-binaries.patch has been removed as it is no longer relevant. 0014-ANGLE-D3D11-Fix-internal-index-buffer-for-level-9-ha.patch has been merged with patch 0010. 0015-ANGLE-Don-t-export-DLLMain-functions-for-static-buil.patch has been merged with patch 0004. 0016-ANGLE-WinRT-Call-Trim-when-application-suspends.patch has been removed and will be replaced by a follow-up patch using a different technique. 0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch has been merged with patch 0010. 0018-ANGLE-WinRT-Create-swap-chain-using-physical-resolut.patch has been removed and will be replaced by a follow-up patch extending the EGL_ANGLE_window_fixed_size extension. 0019-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch is now patch 0007. [ChangeLog][Third-party libraries] ANGLE has been upgraded to version 2.1, bringing partial support for OpenGL ES3 over Direct3D 11, numerous bug fixes, and several new vendor extensions. Change-Id: I6d95ce1480462d67228d83c1e5c74a1706b5b21c Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch')
-rw-r--r--src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch31
1 files changed, 0 insertions, 31 deletions
diff --git a/src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch b/src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch
deleted file mode 100644
index 200a8105de..0000000000
--- a/src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch
+++ /dev/null
@@ -1,31 +0,0 @@
-From 9632c57033b514bfb10a0dfa7ba51ec27a944616 Mon Sep 17 00:00:00 2001
-From: Andrew Knight <andrew.knight@digia.com>
-Date: Tue, 6 May 2014 13:35:14 +0300
-Subject: [PATCH] ANGLE D3D11: Don't use mipmaps in level 9 textures
-
-As the mipmaps levels aren't being generated on level 9, they shouldn't
-be used. Fall back to multisampled textures instead (which is the
-behavior for non-power-of-two textures anyway). This fixes an issue in
-which textured polygons (e.g. QML Images) turn black when scaled down.
-
-Change-Id: I648b8be473dc38f4e1b26724cbaff610e586fdbd
----
- src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp | 2 +-
- 1 file changed, 1 insertion(+), 1 deletion(-)
-
-diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
-index fdfbe52..0c981ac 100644
---- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
-+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
-@@ -257,7 +257,7 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = width; // Compressed texture size constraints?
- desc.Height = height;
-- desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
-+ desc.MipLevels = mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ? ((levels > 0) ? levels + mLodOffset : 0) : 1;
- desc.ArraySize = 1;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
---
-1.9.0.msysgit.0
-