Remove the requirement that a format must be texturable to be renderable.

Previously, to determine if a texture format was renderable, the
texturable and renderable fields had to be and-ed together.  This caused
issues for formats such as D24S8 which can be renderable but not
texturable depending on available extensions.

Made the renderable flag a complete check that may be different than the
textureable flag and removed assumptions that a format is texturable if
renderable from the code.

GL_DEPTH24_STENCIL8 now checks for ANGLE_depth_textures for texturability
and ANGLE_depth_textures or OES_packed_depth_stencil for renderability.

BUG=angle:752

Change-Id: I6d197cee72cc249e5996fa395303bdf43d246a87
Reviewed-on: https://chromium-review.googlesource.com/219093
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
5 files changed
tree: 937835e12a96986e34bed0db7de0297e653e0977
  1. build/
  2. extensions/
  3. include/
  4. projects/
  5. samples/
  6. src/
  7. tests/
  8. util/
  9. .gitattributes
  10. .gitignore
  11. AUTHORS
  12. BUILD.gn
  13. codereview.settings
  14. CONTRIBUTORS
  15. DEPS
  16. enumerate_files.py
  17. generate_projects
  18. LICENSE
  19. README.chromium
  20. 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