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Fix checking all mipmap levels for padding. · adb305a2Nicolas Capens authored
When textures have padding after a row of pixels, we can't use the sampler's fast path which uses shift operations. We have to treat it as an NPOT texture. Previously only mipmap level 0 was checked for padding, but when a texture is also a render target we allocate 2x2 pixel blocks so a 1x1 mipmap has stride 2. Change-Id: I7421fddbe5ed0d330d881f09c2161d9c42348600 Reviewed-on: https://swiftshader-review.googlesource.com/5175Tested-by:
Nicolas Capens <capn@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <capn@google.com>
adb305a2
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