PixelShaderGen: Add LOD bias to texture() call on systems that don't support it in the sampler

This commit is contained in:
OatmealDome 2021-12-25 15:36:09 -05:00
parent 4e12d6e871
commit 056613ecc5

View File

@ -648,7 +648,19 @@ uint WrapCoord(int coord, uint wrap, int size) {{
" float3 coords = float3(float(uv.x) / size_s, float(uv.y) / size_t, layer);\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write(" return iround(255.0 * texture(tex, coords));\n}}\n");
if (!host_config.backend_sampler_lod_bias)
{
out.Write(" uint texmode0 = samp_texmode0(texmap);\n"
" float lod_bias = {} / 256.0f;\n"
" return iround(255.0 * texture(tex, coords, lod_bias));\n",
BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"));
}
else
{
out.Write(" return iround(255.0 * texture(tex, coords));\n");
}
out.Write("}}\n");
}
else if (api_type == APIType::D3D)
{