Expose EXT_float_blend Expose EXT_float_blend in Swiftshader without actually doing validation. Also fix some missing instructions in dEQP.md. dEQP test results: there are quite a lot failures from my locally run tests. Not sure if they used to be there, or is introduced by my change. 16/16 of the blend tests passed. Bug: chromium:968830 Change-Id: Ifa2bb09788899b004d62388311aa7d2aa6ad6df3 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/32888 Reviewed-by: Alexis Hétu <sugoi@google.com> Reviewed-by: Sean Risser <srisser@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Tested-by: Shrek Shao <shrekshao@google.com>
diff --git a/docs/dEQP.md b/docs/dEQP.md index b3f9c11..8465301 100644 --- a/docs/dEQP.md +++ b/docs/dEQP.md
@@ -229,6 +229,7 @@ * Search for `../candy-build/deqp-wgl/execserver/Release` and replace that by `<path to deqp>/build/execserver/` * Just above, add an option to CommandLine: `--deqp-gl-context-type=egl` * Just below, remove 'Debug/' from the BinaryPath. +* Just one more line below, replace `../candy-build/deqp-wgl/` with `<path to deqp>/build`. Testing OpenGL ES -----------------