Add branch for viewport or layer selection in VS
The patch extends the behavior of
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER so that either the viewport
or layer is selected based on the value of the internal uniform variable
MultiviewRenderPath.
BUG=angleproject:2062
TEST=angle_end2end_tests
TEST=angle_unittests
Change-Id: Ia311b12b1fed642dac78eba8732e2535242f34fd
Reviewed-on: https://chromium-review.googlesource.com/615260
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/Framebuffer.h b/src/libANGLE/Framebuffer.h
index cad55f0..1d0191c 100644
--- a/src/libANGLE/Framebuffer.h
+++ b/src/libANGLE/Framebuffer.h
@@ -95,6 +95,7 @@
GLenum getMultiviewLayout() const;
GLsizei getNumViews() const;
const std::vector<Offset> *getViewportOffsets() const;
+ GLint getBaseViewIndex() const;
private:
friend class Framebuffer;
@@ -185,6 +186,7 @@
const FramebufferAttachment *getAttachment(GLenum attachment) const;
GLenum getMultiviewLayout() const;
GLsizei getNumViews() const;
+ GLint getBaseViewIndex() const;
const std::vector<Offset> *getViewportOffsets() const;
size_t getDrawbufferStateCount() const;