commit | 24112d686998dc202ba559d186f342a2de42fbec | [log] [tgz] |
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author | Jamie Madill <jmadill@chromium.org> | Tue Jan 21 16:39:19 2014 -0500 |
committer | Jamie Madill <jmadill@chromium.org> | Tue Jan 21 21:41:20 2014 +0000 |
tree | 1a39a178cb878d20ecfc409ef7b47c55a810a7f8 | |
parent | c30003d6fe8f8860f201635fc37c3458eb70a41e [diff] |
Only use 4-channel shaders for unpack buffers. D3D11 supports sampling other channel sizes of backing object and declaring them as 4-vectors in HLSL. This allows us to simplify the logic for fast unpack shaders significantly. Source: http://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v=vs.85).aspx (Default Values for Missing Components in a Texture) Change-Id: I7f645372f266f57bd94cdb1c795f1d30bf2a60a4 Reviewed-on: https://chromium-review.googlesource.com/181901 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>