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GS: More mipmapping fixes #5290
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Trilinear doesn't seem to be working on dx11, ico godrays need forced trilinear and full mipmap. Here's a bonus one where trilinear breaks stuff (not a regression) if you want to make it better |
Never mind false positive caused by different settings. |
Fixed. |
Can confirm assertion failure no longer occurs for Vulkan full mipmapping on [BUG]: Jak 2 [SLUS-97265]: issue with DX 11 and Vulkan renderers when mipmapping is used #5286. Gets into gameplay ok now. |
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Trilinear works as expected in DX11.
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The above cnr dump doesn't look identical to opengl/vulkan when trilinear is used.
Looks more broken.
Anisotropic filtering seems broken with mipmapping on dx11
gsdx_20201107181218.zip
To elaborate on the aniso issue with mipmapping:
Before vulkan merge, aniso 16x, mipmap basic
Fixes out of bounds uploads when full mipmapping is enabled.
Also fixes the incorrect number of levels.
This way SampleLevel for manual LOD doesn't get clamped.
Description of Changes
More fixes to the mess that mipmapping is in the hardware renderers.
Suggested Testing Steps
Test Jak II, SOTC, other games which currently have issues.