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/renderer11_utils.h b/src/libGLESv2/renderer/renderer11_utils.h
index ff993dd..8036378 100644
--- a/src/libGLESv2/renderer/renderer11_utils.h
+++ b/src/libGLESv2/renderer/renderer11_utils.h
@@ -28,8 +28,8 @@
D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
-FLOAT ConvertMinLOD(GLenum minFilter);
-FLOAT ConvertMaxLOD(GLenum minFilter);
+FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
+FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
DXGI_FORMAT ConvertTextureFormat(GLenum format);