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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
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@@ -284,6 +284,10 @@ impl super::Adapter {
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&& (vertex_shader_storage_blocks != 0 || vertex_ssbo_false_zero),
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);
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downlevel_flags.set(wgt::DownlevelFlags::FRAGMENT_STORAGE, supports_storage);
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downlevel_flags.set(
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wgt::DownlevelFlags::ANISOTROPIC_FILTERING,
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extensions.contains("EXT_texture_filter_anisotropic"),
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);
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let mut features = wgt::Features::empty()
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| wgt::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES
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@@ -740,8 +740,9 @@ impl crate::Device<super::Api> for super::Device {
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gl.sampler_parameter_f32(raw, glow::TEXTURE_MAX_LOD, range.end);
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}
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//TODO: `desc.anisotropy_clamp` depends on the downlevel flag
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// gl.sampler_parameter_f32(rawow::TEXTURE_MAX_ANISOTROPY, aniso as f32);
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if let Some(anisotropy) = desc.anisotropy_clamp {
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gl.sampler_parameter_i32(raw, glow::TEXTURE_MAX_ANISOTROPY, anisotropy.get() as i32);
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}
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//set_param_float(glow::TEXTURE_LOD_BIAS, info.lod_bias.0);
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