From 733795891cad7894a9d51e23d125157fccd9e5a0 Mon Sep 17 00:00:00 2001 From: Fiora Date: Wed, 12 Nov 2014 21:42:34 -0800 Subject: [PATCH] D3D: fix issues with multi-level 1x1 textures on D3D Fixes NBA 2K11, maybe other things. --- Source/Core/VideoCommon/TextureCacheBase.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index df28184615..0618b3f1b9 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -410,7 +410,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage, // D3D doesn't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain // e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,1x1, so we limit the mipmap count to 6 there - while (g_ActiveConfig.backend_info.bUseMinimalMipCount && std::max(expandedWidth, expandedHeight) >> maxlevel == 0) + while (g_ActiveConfig.backend_info.bUseMinimalMipCount && std::max(width, height) >> maxlevel == 0) --maxlevel; TCacheEntryBase *entry = textures[texID];