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  • angle
  • src
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  • OutputHLSL.cpp
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  • Olli Etuaho's avatar
    Fix integer texture sampling with explicit gradients · ced87057
    Olli Etuaho authored Apr 04, 2016
    The lod level should be selected according to the explicit gradients,
    and the gradients are relative to the normalized texture coordinates,
    so they need to be multiplied by the base level dimensions to get the
    correct gradients to use in the lod level formula.
    
    In the case of sampling integer cube maps, the derivatives of the
    texture coordinates on the cube map face need to be calculated based
    on the derivatives of the cube map direction vector components.
    
    Also includes fix for sampling integer cube maps with explicit LOD.
    
    BUG=angleproject:1092
    TEST=dEQP-GLES3.functional.shaders.texture_functions.*grad*
    
    Change-Id: Iadd358e713fa9695e755e98db8f368e8c512ac45
    Reviewed-on: https://chromium-review.googlesource.com/337100Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    ced87057
OutputHLSL.cpp 134 KB
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