LOD Base level and Max level to sampler state
Plumbing to send the LOD base level and max level from the Sampler
object in the Context to the Renderer's texture's state.
Change-Id: I5a9571f58a0cbaea8cedfb98da159672673eed94
Reviewed-on: https://swiftshader-review.googlesource.com/5501
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/Sampler.hpp b/src/Renderer/Sampler.hpp
index 8ec1bdf..cbb0588 100644
--- a/src/Renderer/Sampler.hpp
+++ b/src/Renderer/Sampler.hpp
@@ -67,6 +67,8 @@
word4 borderColor4[4];
float4 borderColorF[4];
float maxAnisotropy;
+ int baseLevel;
+ int maxLevel;
};
enum SamplerType
@@ -152,8 +154,6 @@
SwizzleType swizzleB : BITS(SWIZZLE_LAST);
SwizzleType swizzleA : BITS(SWIZZLE_LAST);
- int baseLevel;
-
#if PERF_PROFILE
bool compressedFormat : 1;
#endif
@@ -180,6 +180,8 @@
void setSwizzleG(SwizzleType swizzleG);
void setSwizzleB(SwizzleType swizzleB);
void setSwizzleA(SwizzleType swizzleA);
+ void setBaseLevel(int baseLevel);
+ void setMaxLevel(int maxLevel);
static void setFilterQuality(FilterType maximumFilterQuality);
static void setMipmapQuality(MipmapType maximumFilterQuality);