video_core: Update usage of tex_lod_bias
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@ -67,8 +67,8 @@ layout (std140) uniform shader_data {
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LightSrc light_src[NUM_LIGHTS];
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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vec3 tex_lod_bias;
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vec4 clip_coef;
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};
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)";
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@ -68,8 +68,8 @@ layout (set = 0, binding = 1, std140) uniform shader_data {
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LightSrc light_src[NUM_LIGHTS];
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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vec4 clip_coef;
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vec3 tex_lod_bias;
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vec4 clip_coef;
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};
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)";
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@ -624,7 +624,7 @@ Id FragmentModule::SampleTexture(u32 texture_unit) {
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const Id dx_dy_max{
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OpFMax(f32_id, OpCompositeExtract(f32_id, d, 0), OpCompositeExtract(f32_id, d, 1))};
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const Id lod{OpLog2(f32_id, dx_dy_max)};
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const Id lod_bias{GetShaderDataMember(f32_id, ConstS32(29), ConstU32(texture_unit))};
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const Id lod_bias{GetShaderDataMember(f32_id, ConstS32(28), ConstU32(texture_unit))};
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const Id biased_lod{OpFAdd(f32_id, lod, lod_bias)};
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return OpImageSampleExplicitLod(vec_ids.Get(4), sampled_image, texcoord,
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spv::ImageOperandsMask::Lod, biased_lod);
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