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D3D: fix issues with multi-level 1x1 textures on D3D
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Fixes NBA 2K11, maybe other things.
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FioraAeterna committed Nov 13, 2014
1 parent e93aa8d commit 7337958
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion Source/Core/VideoCommon/TextureCacheBase.cpp
Expand Up @@ -410,7 +410,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,

// D3D doesn't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
// e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,1x1, so we limit the mipmap count to 6 there
while (g_ActiveConfig.backend_info.bUseMinimalMipCount && std::max(expandedWidth, expandedHeight) >> maxlevel == 0)
while (g_ActiveConfig.backend_info.bUseMinimalMipCount && std::max(width, height) >> maxlevel == 0)
--maxlevel;

TCacheEntryBase *entry = textures[texID];
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