Implement dirty bits for Framebuffer.
The dirty bits set the stage for performance improvements in D3D, but
don't actually reduce any of the redundant work just yet.
BUG=angleproject:1260
Change-Id: Ib84e6a9b7aa40c37c41790f492361b22faaf4742
Reviewed-on: https://chromium-review.googlesource.com/318730
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index b512046..bde3409 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1114,8 +1114,7 @@
mPixelShaderOutputFormatCache.clear();
const FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(fbo);
- const gl::AttachmentList &colorbuffers =
- fboD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
+ const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender();
for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
{