Commit 215b37a631ef8f0dcf386c1eb5431d9ee7e41b5b

Austin Kinross 2014-12-22T12:56:07

Work around zero-LOD mipmap issue on D3D11 Feature Level 9_3 In OpenGL ES, it is possible to sample from level 0 of a mipmapped texture by setting GL_TEXTURE_MIN_FILTER to GL_NEAREST. This is possible in D3D9 and D3D11 Feature Level 10_0+ via various methods. It's not possible in D3D11 Feature Level 9_3, though. This change works around this restriction by creating two copies of each texture on 9_3. The textures are identical, except one has mipmaps and one doesn't. The D3D11 renderer figures out which texture to use at the right time, and keeps the textures in sync with each other as necessary. Note: each texture is only created when it's needed. It's possible that only one (or even neither) D3D texture will be created for a given GL texture. Change-Id: I3c17137b4f63b9158b3abf067ad8e5d5c49d2191 Reviewed-on: https://chromium-review.googlesource.com/234522 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>