Commit ee322723 by Jamie Madill

Revert "D3D11: Fix Integer Texture Cube mip mapping."

2 tests failed: dEQP_GLES3.Default/functional_shaders_texture_functions_texture_isamplercube_vertex (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) dEQP_GLES3.Default/functional_shaders_texture_functions_texture_usamplercube_vertex (c:\b\build\slave\gpu_win_builder\build\src\third_party\angle\src\tests\deqp_support\angle_deqp_gtest.cpp:234) BUG=angleproject:1208 This reverts commit 5778557f. Change-Id: I6f7441bdbfbf937680b0d572645edee8ece649a1 Reviewed-on: https://chromium-review.googlesource.com/314301Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent cc86d64e
...@@ -904,14 +904,6 @@ void OutputHLSL::header(const BuiltInFunctionEmulator *builtInFunctionEmulator) ...@@ -904,14 +904,6 @@ void OutputHLSL::header(const BuiltInFunctionEmulator *builtInFunctionEmulator)
out << " t.x = (u * 0.5f / m) + 0.5f;\n"; out << " t.x = (u * 0.5f / m) + 0.5f;\n";
out << " t.y = (v * 0.5f / m) + 0.5f;\n"; out << " t.y = (v * 0.5f / m) + 0.5f;\n";
// Mip level computation.
out << " float2 tSized = float2(t.x * width, t.y * height);\n"
" float2 dx = ddx(tSized);\n"
" float2 dy = ddy(tSized);\n"
" float lod = 0.5f * log2(max(dot(dx, dx), dot(dy, dy)));\n"
" mip = uint(min(max(round(lod), 0), levels - 1));\n"
" x.GetDimensions(mip, width, height, layers, levels);\n";
} }
else if (IsIntegerSampler(textureFunction->sampler) && else if (IsIntegerSampler(textureFunction->sampler) &&
textureFunction->method != TextureFunction::FETCH) textureFunction->method != TextureFunction::FETCH)
......
...@@ -2225,7 +2225,7 @@ gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FO ...@@ -2225,7 +2225,7 @@ gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FO
{ {
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel; srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels; srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0; srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT; srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
} }
......
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