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Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h31
1 files changed, 1 insertions, 30 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h b/gfx/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h
index ede929ce8..83abab81e 100755
--- a/gfx/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h
+++ b/gfx/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h
@@ -72,38 +72,9 @@ struct WorkaroundsD3D
// is negative, even if the sum of Offset and Location is in range. This may cause errors when
// translating GLSL's function texelFetchOffset into texture.Load, as it is valid for
// texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P
- // and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch
+ // and Offset is in range. To work around this, we translatie texelFetchOffset into texelFetch
// by adding Offset directly to Location before reading the texture.
bool preAddTexelFetchOffsets = false;
-
- // On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly.
- // We can work around this bug by doing an internal blit to a temporary single-channel texture
- // before we sample.
- bool emulateTinyStencilTextures = false;
-
- // In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly.
- // This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use
- // R8G8B8A8 format.
- bool disableB5G6R5Support = false;
-
- // On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in
- // vertex shaders. To work around this bug, we translate -(int) into ~(int)+1.
- bool rewriteUnaryMinusOperator = false;
-
- // On some Intel drivers, using isnan() on highp float will get wrong answer. To work around
- // this bug, we use an expression to emulate function isnan(). Tracking bug:
- // https://crbug.com/650547
- bool emulateIsnanFloat = false;
-
- // On some Intel drivers, using clear() may not take effect. To work around this bug, we call
- // clear() twice on these platforms. Tracking bug: https://crbug.com/655534
- bool callClearTwice = false;
-
- // On some Intel drivers, copying from staging storage to constant buffer storage does not
- // seem to work. Work around this by keeping system memory storage as a canonical reference
- // for buffer data.
- // D3D11-only workaround. See http://crbug.com/593024.
- bool useSystemMemoryForConstantBuffers = false;
};
} // namespace rx