[cleanup] Vastly clean up backend-specific sampler state logic.
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069d949a57
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0706050b74
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@ -1382,14 +1382,10 @@ void Renderer::SetSamplerState(int stage, int texindex)
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const TexMode0 &tm0 = tex.texMode0[stage];
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const TexMode1 &tm1 = tex.texMode1[stage];
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unsigned int mip;
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mip = (tm0.min_filter == 8) ? TEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
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if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
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unsigned int mip = d3dMipFilters[tm0.min_filter & 3];
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if (texindex) stage += 4;
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// TODO: Clarify whether these values are correct
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// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
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if (g_ActiveConfig.bForceFiltering)
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{
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gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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@ -1318,9 +1318,7 @@ void Renderer::SetSamplerState(int stage, int texindex)
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{
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min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
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if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
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mip = D3DTEXF_NONE;
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mip = d3dMipFilters[tm0.min_filter & 3];
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}
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if (texindex)
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stage += 4;
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@ -1335,8 +1333,8 @@ void Renderer::SetSamplerState(int stage, int texindex)
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D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
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D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
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//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
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float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
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float lodbias = (tm0.lod_bias / 32.0f);
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D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
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D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
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}
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@ -348,35 +348,24 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
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{
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// TODO: not used anywhere
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TexMode0 mode = newmode;
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//mode1 = newmode1;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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if (bHaveMipMaps)
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{
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// TODO: not used anywhere
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if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
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mode.min_filter += 4; // take equivalent forced linear
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int filt = newmode.min_filter;
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if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
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filt += 4; // take equivalent forced linear
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int filt = newmode.min_filter;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias / 32.0f));
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}
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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(g_ActiveConfig.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod / 16.f);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod / 16.f);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, newmode.lod_bias / 32.0f);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
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if (g_Config.iMaxAnisotropy >= 1)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)(1 << g_ActiveConfig.iMaxAnisotropy));
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(float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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TextureCache::~TextureCache()
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