From 33ade5f916ae5eca1d630c336add6d2eec63ab7d Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 23 Apr 2017 10:51:25 -0700 Subject: [PATCH] GLES: Avoid MIN/MAX LOD without LOD control flag. --- GPU/GLES/TextureCacheGLES.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/GPU/GLES/TextureCacheGLES.cpp b/GPU/GLES/TextureCacheGLES.cpp index 47f853d35a..0072a36b6e 100644 --- a/GPU/GLES/TextureCacheGLES.cpp +++ b/GPU/GLES/TextureCacheGLES.cpp @@ -137,13 +137,13 @@ void TextureCacheGLES::UpdateSamplingParams(TexCacheEntry &entry, bool force) { switch (mode) { case GE_TEXLEVEL_MODE_AUTO: #ifndef USING_GLES2 + // Sigh, LOD_BIAS is not even in ES 3.0.. but we could do it in the shader via texture()... glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, lodBias); #endif glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (float)entry.maxLevel); break; case GE_TEXLEVEL_MODE_CONST: - // Sigh, LOD_BIAS is not even in ES 3.0.. but we could do it in the shader via texture()... glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, lodBias); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, lodBias); break; @@ -160,7 +160,7 @@ void TextureCacheGLES::UpdateSamplingParams(TexCacheEntry &entry, bool force) { } entry.lodBias = lodBias; } - } else { + } else if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0.0f); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0.0f); }