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gonetz
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Jul 16, 2026
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- The accurate combiner (texelFetch) and the fast combiner (per-texel texture()/textureGrad) do their own bilinear/3-point filtering, so the sampler's GL_TEXTURE_MAX_ANISOTROPY does not apply. Emulate AF in the shaders.
- Accurate path: supersample the custom filter along the major axis of the pixel's texture-space footprint (from screen-space derivatives); for mip-mapped textures also bias the LOD toward the minor axis. Non-LOD and mipmap paths, LOD emulation on/off, desktop and GLES2. Driven by a uMaxAnisotropy uniform wired through UTextureFetchMode and UMipmap.
- Fast path: for textures with a mip chain, keep hardware AF but sample with textureGrad using the continuous pre-wrap gradient (dFdx(vTexCoord)*uTexScale) to avoid seams at texture-repeat boundaries. For textures without a mip chain (HD textures, detected via uTextureHD; and the fake-mipmap path), hardware AF cannot work, so supersample manually at the minor-axis LOD. Original (non-HD) textures are unaffected.
- Bump shader storage format version to force shader regeneration.
* The accurate combiner (texelFetch) and the fast combiner (per-texel texture()/textureGrad) do their own bilinear/3-point filtering, so the sampler's GL_TEXTURE_MAX_ANISOTROPY does not apply. Emulate AF in the shaders. * Accurate path: supersample the custom filter along the major axis of the pixel's texture-space footprint (from screen-space derivatives); for mip-mapped textures also bias the LOD toward the minor axis. Non-LOD and mipmap paths, LOD emulation on/off, desktop and GLES2. Driven by a uMaxAnisotropy uniform wired through UTextureFetchMode and UMipmap. * Fast path: for textures with a mip chain, keep hardware AF but sample with textureGrad using the continuous pre-wrap gradient (dFdx(vTexCoord)*uTexScale) to avoid seams at texture-repeat boundaries. For textures without a mip chain (HD textures, detected via uTextureHD; and the fake-mipmap path), hardware AF cannot work, so supersample manually at the minor-axis LOD. Original (non-HD) textures are unaffected. * Bump shader storage format version to force shader regeneration.
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I tested that commit on my desktop only. @fzurita can you test it on gles3 and gles2 devices? |
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