D3D9: Fix anisotropic filtering.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7019 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2011-01-31 13:17:57 +00:00
parent 84f26a1afc
commit 47d182657e
1 changed files with 4 additions and 5 deletions

View File

@ -307,7 +307,7 @@ Renderer::Renderer()
SetupDeviceObjects();
for (int stage = 0; stage < 8; stage++)
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 1 << g_ActiveConfig.iMaxAnisotropy);
D3DVIEWPORT9 vp;
vp.X = 0;
@ -1212,10 +1212,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
if (windowResized)
{
// device objects lost, so recreate all of them
SetupDeviceObjects();
}
else
{
// just resize the frame buffer
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
}
@ -1253,10 +1255,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
UpdateViewport();
VertexShaderManager::SetViewportChanged();
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
// GetTargetWidth(), GetTargetHeight());
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
XFBWrited = false;
}