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Update ANGLE_robust_resource_initialization about depth
ANGLE_robust_resource_initialization implementations seem to clear depth components to 1.0 but the specification says they should be cleared to zero. It looks like the intent was to clear to 1.0 which is what the WebGL spec requires. https://www.khronos.org/registry/webgl/specs/latest/1.0/#4.1 Bug: angleproject:6473 Change-Id: Ib880d6e30d04f68a9cfd06df8011fdfbe8f9536b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3197697 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Gregg Tavares <gman@chromium.org>
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Angle LUCI CQ
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@@ -21,7 +21,7 @@ Status
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Version
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Version 3, September 19, 2017
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Version 5, September 30, 2021
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Number
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@@ -87,7 +87,7 @@ Objects)
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Additions to Chapter 8 of the OpenGL ES 3.1 Specification (Textures and
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Samplers)
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Replace the first two sentances of the final paragraph in section
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Replace the first two sentences of the final paragraph in section
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8.5.3 "Texture Image Structure":
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If the <data> argument of TexImage2D or TexImage3D is NULL, and the
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@@ -95,13 +95,15 @@ Samplers)
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texel array is created with the specified <target>, <level>,
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<internalformat>, <border>, <width>, <height>, and <depth>. If
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robust resource initialization is enabled, the contents of the image
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are initialized as though a zero value were provided for each
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are initialized as though a clear value were provided for each
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component of each pixel, and processed and transferred to the GL
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as described above. The components comprising this zero-filled data
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as described above. The components comprising this clear-value-filled data
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are determined by <internalformat>. If robust resource
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initialization is not enabled, the image contents are undefined, and
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no pixel processing is performed. In either case, no pixel values
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are accessed in client memory.
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are accessed in client memory. For depth components the clear value is the
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value that is interpreted as 1.0. For all other components the clear value
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is zero.
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Replace the first sentence of the fifth paragraph in section 8.8
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"Multisample Textures":
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@@ -141,9 +143,11 @@ and Framebuffer Objects)
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Upon success, RenderbufferStorageMultisample deletes any existing
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data store for the renderbuffer image. If robust resource
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initialization is enabled, the contents of each pixel in the data
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store are initialized as though a zero value was written to each
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store are initialized as though a clear value was written to each
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channel of each sample; otherwise, the contents of the data store
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are undefined.
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are undefined. For depth components the clear value is the
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value that is interpreted 1.0. For all other components the clear
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value is zero.
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Add to the end of section 9.2.6 "Renderbuffer Object Queries":
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@@ -207,3 +211,4 @@ Revision History
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Version 2, 2017/03/07 - fixed EGL naming and added IsEnabled.
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Version 3, 2017/09/19 - name cleanup.
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Version 4, 2020/10/12 - Add RESOURCE_INITIALIZED_ANGLE queries.
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Version 5, 2021/09/30 - Specify that depth components are cleared to 1.0.
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