Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631)

This commit is contained in:
tamas-rabel
2025-05-12 00:04:44 +02:00
committed by GitHub
parent f484af34c2
commit b9ac32a0d5
+1 -1
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@@ -499,7 +499,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
staticSampler.MinLOD = 0.f; staticSampler.MinLOD = 0.f;
staticSampler.MaxLOD = 0.f; staticSampler.MaxLOD = D3D12_FLOAT32_MAX;
staticSampler.ShaderRegister = 0; staticSampler.ShaderRegister = 0;
staticSampler.RegisterSpace = 0; staticSampler.RegisterSpace = 0;
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;