[D3D12] Filtering between array texture layers

This commit is contained in:
Triang3l
2019-09-03 10:14:25 +03:00
parent 803fa0cba9
commit 84a8dc91e4
5 changed files with 669 additions and 176 deletions

View File

@@ -423,6 +423,16 @@ void ParsedTextureFetchInstruction::Disassemble(StringBuffer* out) const {
", AnisoFilter=%s",
kAnisoFilterNames[static_cast<int>(attributes.aniso_filter)]);
}
if (attributes.vol_mag_filter != TextureFilter::kUseFetchConst) {
out->AppendFormat(
", VolMagFilter=%s",
kTextureFilterNames[static_cast<int>(attributes.vol_mag_filter)]);
}
if (attributes.vol_min_filter != TextureFilter::kUseFetchConst) {
out->AppendFormat(
", VolMinFilter=%s",
kTextureFilterNames[static_cast<int>(attributes.vol_min_filter)]);
}
if (!attributes.use_computed_lod) {
out->Append(", UseComputedLOD=false");
}