Use texture base level to implement textureSize on D3D11 HLSL

HLSL GetDimensions call doesn't take the texture base level into account,
so ANGLE needs to use the texture base level passed in uniforms to
emulate ESSL textureSize() which does take it into account.

After this change the relevant dEQP tests pass on NVIDIA, Intel is still
suffering from an issue where a wrong value is returned when the lod
is > 0 (tested on Intel HD Graphics 4600). AMD is also suffering from an
unknown issue.

BUG=angleproject:596
TEST=dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
     (all pass on NVIDIA now), angle_end2end_tests

Change-Id: I13e33d126008ecdf2b89461a3fb5040949cf19e2
Reviewed-on: https://chromium-review.googlesource.com/322123
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
2 files changed
tree: 939bc94f96d5f2053086ab6a58891bf8f560dd3e
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. infra/
  6. samples/
  7. scripts/
  8. src/
  9. util/
  10. .clang-format
  11. .gitattributes
  12. .gitignore
  13. angle.isolate
  14. angle_on_all_platforms.isolate
  15. AUTHORS
  16. BUILD.gn
  17. codereview.settings
  18. CONTRIBUTORS
  19. DEPS
  20. LICENSE
  21. README.chromium
  22. README.md
README.md

#ANGLE The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9Direct3D 11Desktop GLGL ES
OpenGL ES 2.0completecompletecompleteplanned
OpenGL ES 3.0nearing completionnearing completionplanned
[Level of OpenGL ES support via backing renderers]
Direct3D 9Direct3D 11Desktop GL
Windows***
Linux*
Mac OS Xin progress
[Platform support via backing renderers]

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.

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.

##Browsing Browse ANGLE's source in the repository

##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

##Contributing