Fixed a bug in the D3D11 backend where glSamplerParameteri(..., GL_TEXTURE_MIN_FILTER, ...) was not respected to determine if there are mipmaps #23
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When using a sampler the texture was created as if it has mipmaps, regardless what you specified in GL_TEXTURE_MIN_FILTER via glSamplerParameteri() -- mistakenly the default value GL_NEAREST_MIPMAP_LINEAR or the value set by glTexParameteri(..., GL_TEXTURE_MIN_FILTER, ...) was evaluated.
If you didn't provide mipmaps and didn't let the driver generate them this led to not sampling your texture data when minification happened.
Ticket: https://bugs.chromium.org/p/angleproject/issues/detail?id=2772