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LibGL: Implement GL_TEXTURE_LOD_BIAS
for texture objects
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parent
59fc2a4aad
commit
eda1ffba73
3 changed files with 10 additions and 2 deletions
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@ -588,6 +588,7 @@ void GLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
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// FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
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RETURN_WITH_ERROR_IF(pname != GL_GENERATE_MIPMAP
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&& pname != GL_TEXTURE_LOD_BIAS
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&& pname != GL_TEXTURE_MIN_FILTER
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&& pname != GL_TEXTURE_MAG_FILTER
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&& pname != GL_TEXTURE_WRAP_S
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@ -603,6 +604,9 @@ void GLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
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RETURN_WITH_ERROR_IF(param != GL_TRUE && param != GL_FALSE, GL_INVALID_ENUM);
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texture_2d->set_generate_mipmaps(param == GL_TRUE);
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break;
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case GL_TEXTURE_LOD_BIAS:
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texture_2d->set_level_of_detail_bias(param);
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break;
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case GL_TEXTURE_MIN_FILTER:
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RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
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|| param == GL_LINEAR
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@ -733,7 +737,7 @@ void GLContext::sync_device_sampler_config()
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auto texture_2d = texture_unit.texture_2d_target_texture();
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VERIFY(!texture_2d.is_null());
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config.bound_image = texture_2d->device_image();
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config.level_of_detail_bias = texture_unit.level_of_detail_bias();
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config.level_of_detail_bias = texture_2d->level_of_detail_bias() + texture_unit.level_of_detail_bias();
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auto const& sampler = texture_2d->sampler();
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