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  • angle
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  • angle_tests
  • MipmapTest.cpp
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  • Austin Kinross's avatar
    Work around zero-LOD mipmap issue on D3D11 Feature Level 9_3 · 215b37a6
    Austin Kinross authored Dec 22, 2014
    In OpenGL ES, it is possible to sample from level 0 of a mipmapped
    texture by setting GL_TEXTURE_MIN_FILTER to GL_NEAREST.
    
    This is possible in D3D9 and D3D11 Feature Level 10_0+ via various
    methods. It's not possible in D3D11 Feature Level 9_3, though.
    This change works around this restriction by creating two copies of
    each texture on 9_3. The textures are identical, except one has
    mipmaps and one doesn't.
    
    The D3D11 renderer figures out which texture to use at the right
    time, and keeps the textures in sync with each other as necessary.
    Note: each texture is only created when it's needed. It's possible
    that only one (or even neither) D3D texture will be created for a
    given GL texture.
    
    Change-Id: I3c17137b4f63b9158b3abf067ad8e5d5c49d2191
    Reviewed-on: https://chromium-review.googlesource.com/234522Tested-by: 's avatarAustin Kinross <aukinros@microsoft.com>
    Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    215b37a6
MipmapTest.cpp 24.2 KB
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