Convert(Min/Max)Lod now takes into account the lod offset so that it always falls within the min and max.
TRAC #13332
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1968 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/RenderStateCache.cpp b/src/libGLESv2/renderer/RenderStateCache.cpp
index 3d80088..f60a88f 100644
--- a/src/libGLESv2/renderer/RenderStateCache.cpp
+++ b/src/libGLESv2/renderer/RenderStateCache.cpp
@@ -386,8 +386,8 @@
samplerDesc.BorderColor[1] = 0.0f;
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
- samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter);
- samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter);
+ samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
+ samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
ID3D11SamplerState *dx11SamplerState = NULL;
HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);