Use OES_texture_storage_multisample_2d_array
There's an OES extension for multisample texture arrays,
OES_texture_storage_multisample_2d_array. Change references from
ANGLE_texture_multisample_array to the native extension in the shader
compiler.
ANGLE still needs to have robust behavior for out-of-range texel
fetches that's not found in the original extension, but this does not
need to be spelled out in the extension spec.
BUG=angleproject:2775
TEST=angle_unittests
Change-Id: Ie80ae767cc92ccaf7389af28789f45547f86978f
Reviewed-on: https://chromium-review.googlesource.com/1193266
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/ShaderLang.cpp b/src/compiler/translator/ShaderLang.cpp
index 10cc5e9..21e3e72 100644
--- a/src/compiler/translator/ShaderLang.cpp
+++ b/src/compiler/translator/ShaderLang.cpp
@@ -186,23 +186,23 @@
resources->MaxDrawBuffers = 1;
// Extensions.
- resources->OES_standard_derivatives = 0;
- resources->OES_EGL_image_external = 0;
- resources->OES_EGL_image_external_essl3 = 0;
- resources->NV_EGL_stream_consumer_external = 0;
- resources->ARB_texture_rectangle = 0;
- resources->EXT_blend_func_extended = 0;
- resources->EXT_draw_buffers = 0;
- resources->EXT_frag_depth = 0;
- resources->EXT_shader_texture_lod = 0;
- resources->WEBGL_debug_shader_precision = 0;
- resources->EXT_shader_framebuffer_fetch = 0;
- resources->NV_shader_framebuffer_fetch = 0;
- resources->ARM_shader_framebuffer_fetch = 0;
- resources->OVR_multiview = 0;
- resources->EXT_YUV_target = 0;
- resources->EXT_geometry_shader = 0;
- resources->ANGLE_texture_multisample_array = 0;
+ resources->OES_standard_derivatives = 0;
+ resources->OES_EGL_image_external = 0;
+ resources->OES_EGL_image_external_essl3 = 0;
+ resources->NV_EGL_stream_consumer_external = 0;
+ resources->ARB_texture_rectangle = 0;
+ resources->EXT_blend_func_extended = 0;
+ resources->EXT_draw_buffers = 0;
+ resources->EXT_frag_depth = 0;
+ resources->EXT_shader_texture_lod = 0;
+ resources->WEBGL_debug_shader_precision = 0;
+ resources->EXT_shader_framebuffer_fetch = 0;
+ resources->NV_shader_framebuffer_fetch = 0;
+ resources->ARM_shader_framebuffer_fetch = 0;
+ resources->OVR_multiview = 0;
+ resources->EXT_YUV_target = 0;
+ resources->EXT_geometry_shader = 0;
+ resources->OES_texture_storage_multisample_2d_array = 0;
resources->NV_draw_buffers = 0;