godotengine / godotengine/godot
TextureLod mipmap broken in FSR 2.2
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- C++
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Description
### Tested versions
- Reproducible in 4.2.2 stable and v4.3.rc.custom_build [3978628c6]
### System information
Ubuntu 24.04 LTS 24.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (nvidia; 550.90.07) - AMD Ryzen 5 7600 6-Core Processor (12 Threads)
### Issue description
Setting Scaling 3D to FSR 2.2 and using a scale of less than 1.0 breaks textureLod blurring. It doesn't happen with FSR 1.0 or Bilinear mode.
### Steps to reproduce
- Create new shader and use textureLod(screen_sampler, SCREEN_UV, 4.0)
- In Scaling 3D, set mode to FSR 2.2 and drop the scale factor to less than one
### Minimal reproduction project (MRP)
[blur_testing.zip](https://github.com/user-attachments/files/16458745/blur_testing.zip)
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