Enable anisotropic filtering when the game requests it
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@ -336,10 +336,10 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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sampdc.MinLOD = state.tm1.min_lod / 16.f;
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sampdc.MipLODBias = state.tm0.lod_bias / 256.f;
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if (state.tm0.anisotropic_filtering)
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if (state.tm0.anisotropic_filtering != 0)
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{
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sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
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sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
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sampdc.MaxAnisotropy = 1u << state.tm0.anisotropic_filtering;
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}
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ComPtr<ID3D11SamplerState> res;
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@ -128,10 +128,10 @@ static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& stat
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desc->MipLODBias = static_cast<s32>(state.tm0.lod_bias) / 256.f;
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desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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if (state.tm0.anisotropic_filtering)
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if (state.tm0.anisotropic_filtering != 0)
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{
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desc->Filter = D3D12_FILTER_ANISOTROPIC;
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desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
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desc->MaxAnisotropy = 1u << state.tm0.anisotropic_filtering;
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}
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}
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@ -102,10 +102,10 @@ void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
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glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.tm0.lod_bias / 256.f);
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}
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if (params.tm0.anisotropic_filtering && g_ogl_config.bSupportsAniso)
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if (params.tm0.anisotropic_filtering != 0 && g_ogl_config.bSupportsAniso)
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{
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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static_cast<float>(1 << g_ActiveConfig.iMaxAnisotropy));
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static_cast<float>(1 << params.tm0.anisotropic_filtering));
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}
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}
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@ -369,11 +369,11 @@ VkSampler ObjectCache::GetSampler(const SamplerState& info)
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};
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// Can we use anisotropic filtering with this sampler?
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if (info.tm0.anisotropic_filtering && g_vulkan_context->SupportsAnisotropicFiltering())
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if (info.tm0.anisotropic_filtering != 0 && g_vulkan_context->SupportsAnisotropicFiltering())
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{
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// Cap anisotropy to device limits.
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create_info.anisotropyEnable = VK_TRUE;
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create_info.maxAnisotropy = std::min(static_cast<float>(1 << g_ActiveConfig.iMaxAnisotropy),
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create_info.maxAnisotropy = std::min(static_cast<float>(1 << info.tm0.anisotropic_filtering),
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g_vulkan_context->GetMaxSamplerAnisotropy());
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}
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@ -311,10 +311,15 @@ void SamplerState::Generate(const BPMemory& bp, u32 index)
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};
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tm0.wrap_u = filter_invalid_wrap(bp_tm0.wrap_s);
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tm0.wrap_v = filter_invalid_wrap(bp_tm0.wrap_t);
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if (bp_tm0.max_aniso == MaxAniso::Two)
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tm0.anisotropic_filtering = 1;
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else if (bp_tm0.max_aniso == MaxAniso::Four)
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tm0.anisotropic_filtering = 2;
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else
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tm0.anisotropic_filtering = 0;
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tm0.diag_lod = bp_tm0.diag_lod;
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tm0.anisotropic_filtering = false; // TODO: Respect BP anisotropic filtering mode
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tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
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tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
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}
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namespace RenderState
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@ -199,7 +199,7 @@ struct SamplerState
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BitField<7, 1, LODType> diag_lod;
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BitField<8, 16, s32> lod_bias; // multiplied by 256, higher precision than normal
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BitField<24, 1, bool, u32> lod_clamp; // TODO: This isn't currently implemented
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BitField<25, 1, bool, u32> anisotropic_filtering; // TODO: This doesn't use the BP one yet
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BitField<25, 4, u32> anisotropic_filtering;
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u32 hex = 0;
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};
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union TM1
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@ -1078,11 +1078,7 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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state.tm0.mag_filter = FilterMode::Linear;
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if (tm0.mipmap_filter != MipMode::None)
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state.tm0.mipmap_filter = FilterMode::Linear;
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state.tm0.anisotropic_filtering = true;
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}
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else
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{
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state.tm0.anisotropic_filtering = false;
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state.tm0.anisotropic_filtering = g_ActiveConfig.iMaxAnisotropy;
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}
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if (has_arbitrary_mips && tm0.mipmap_filter != MipMode::None)
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@ -1093,9 +1089,6 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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// Correct this with the upscaling factor of custom textures.
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s32 lod_offset = std::log2(g_framebuffer_manager->GetEFBScale() / custom_tex_scale) * 256.f;
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state.tm0.lod_bias = std::clamp<s32>(state.tm0.lod_bias + lod_offset, -32768, 32767);
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// Anisotropic also pushes mips farther away so it cannot be used either
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state.tm0.anisotropic_filtering = false;
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}
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g_gfx->SetSamplerState(index, state);
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