If that Sony API is anything like OpenGL, this issue could be similar to a problem programmers occasionally run into when porting DX11 games to Linux or MacOS.
What it boils down to is essentially that in OpenGL you have to associate a texture sampler (basically a data structure that contains information about what type of filter to use, how to treat mip-map levels etc.) directly with a texture, prior to sending it to the shader, whereas in DX11 (and DX10 for that matter) samplers and textures are separate entities, so one can decide inside the shader which texture should be sampled using which sampler.
Although one would assume that 3rd party engines had taken care of that by now. Eh, just a wild-ass guess.