Combine D3D11 FL10_0+ and FL9_3 LoadFunctionMaps

BUG=angleproject:1002

A 'LoadFunction' is used to load data of a given <GL format, GL type> pair into
a specific DXGI_FORMAT. Before this change, BuildD3D11LoadFunctionMap mapped
<GL format, GL type> pairs to LoadFunctions. This meant each
<GL format, GL type> pair could only loaded using one LoadFunction, and
therefore could only be loaded into one specific DXGI_FORMAT.

We now want to map <GL format, GL type, DXGI_FORMAT> triples to LoadFunctions.
This allows us to use different DXGI_FORMATS for each <GL format, GL type> pair,
depending on the capabilities of the underlying D3D11 device.

Change-Id: I3b5e24c4bf98f18360ddd45b2022a90b5000f866
Reviewed-on: https://chromium-review.googlesource.com/270561
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
1 file changed
tree: d282f2f9d9ce57f629be24753a907d6c91e7d61b
  1. build/
  2. extensions/
  3. include/
  4. samples/
  5. src/
  6. util/
  7. .gitattributes
  8. .gitignore
  9. angle.isolate
  10. AUTHORS
  11. BUILD.gn
  12. codereview.settings
  13. CONTRIBUTORS
  14. DEPS
  15. generate_winrt_projects.py
  16. LICENSE
  17. README.chromium
  18. README.md
README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Building For building instructions, visit the dev setup wiki.

##Contributing