Do a downlevel check for anisotrophy and enable it in the webgl backend (#2616)

* Do a downlevel check for anisotrophy and enable it in the webgl backend

* Run cargo fmt

* Change to sample_parameter_i32
This commit is contained in:
Ashley
2022-04-21 02:56:16 +02:00
committed by GitHub
parent 0b61a19124
commit ff07716f79
2 changed files with 7 additions and 2 deletions

View File

@@ -284,6 +284,10 @@ impl super::Adapter {
&& (vertex_shader_storage_blocks != 0 || vertex_ssbo_false_zero),
);
downlevel_flags.set(wgt::DownlevelFlags::FRAGMENT_STORAGE, supports_storage);
downlevel_flags.set(
wgt::DownlevelFlags::ANISOTROPIC_FILTERING,
extensions.contains("EXT_texture_filter_anisotropic"),
);
let mut features = wgt::Features::empty()
| wgt::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES

View File

@@ -740,8 +740,9 @@ impl crate::Device<super::Api> for super::Device {
gl.sampler_parameter_f32(raw, glow::TEXTURE_MAX_LOD, range.end);
}
//TODO: `desc.anisotropy_clamp` depends on the downlevel flag
// gl.sampler_parameter_f32(rawow::TEXTURE_MAX_ANISOTROPY, aniso as f32);
if let Some(anisotropy) = desc.anisotropy_clamp {
gl.sampler_parameter_i32(raw, glow::TEXTURE_MAX_ANISOTROPY, anisotropy.get() as i32);
}
//set_param_float(glow::TEXTURE_LOD_BIAS, info.lod_bias.0);