diff options
author | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 12:59:44 +0300 |
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committer | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 16:43:22 +0200 |
commit | a6a12d8c0fc918972c15268f749ecc7c90b95d6c (patch) | |
tree | cb6d986d30ef97e932ab51768854d5d9b46729d3 /src/angle/patches/0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch | |
parent | 14f9c09542bd6cc19430473da9ce4c68f239ec7d (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.patch | 31 |
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 - |