To avoid confusion added SSAA modes to the drop down this.
there are only to SSAA modes 1.5x and 2x as they give the best result. please test and let me know the results git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5017 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -161,9 +161,11 @@ void Enumerate()
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D3D::D3D->GetAdapterIdentifier(i, 0, &a.ident);
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bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA;
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// Add multisample modes
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// Add SuperSamples modes
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a.aa_levels.push_back(AALevel("None", D3DMULTISAMPLE_NONE, 0));
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a.aa_levels.push_back(AALevel("1.5x SSAA", D3DMULTISAMPLE_NONE, 0));
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a.aa_levels.push_back(AALevel("2x SSAA", D3DMULTISAMPLE_NONE, 0));
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//Add multisample modes
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DWORD qlevels = 0;
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if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
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@ -283,13 +283,13 @@ bool Renderer::Init()
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// TODO: Grab target width from configured resolution?
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s_target_width = s_backbuffer_width;
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s_target_height = s_backbuffer_height * ((float)EFB_HEIGHT / 480.0f);
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s_LastAA = g_ActiveConfig.iMultisampleMode % 2;
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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switch (s_LastAA)
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{
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case 1:
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s_target_width = (s_target_width * 3) / 2;
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s_target_height = (s_target_height *3) / 2;
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s_target_width = (s_target_width * 3) / 2;
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s_target_height = (s_target_height * 3) / 2;
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break;
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case 2:
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s_target_width *= 2;
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@ -580,7 +580,7 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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if(g_ActiveConfig.iMultisampleMode > 2 )
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if(g_ActiveConfig.iMultisampleMode > 0 )
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{
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D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),PixelShaderCache::GetFSAAProgram(),VertexShaderCache::GetFSAAVertexShader());
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}
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@ -1143,7 +1143,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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CheckForResize();
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u32 newAA = g_ActiveConfig.iMultisampleMode % 2;
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u32 newAA = g_ActiveConfig.iMultisampleMode;
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if(newAA != s_LastAA)
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{
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s_target_width = s_backbuffer_width;
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@ -1152,8 +1152,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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switch (s_LastAA)
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{
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case 1:
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s_target_width = (s_target_width * 3) / 2;
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s_target_height = (s_target_height *3) / 2;
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s_target_width = (s_target_width * 3) / 2;
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s_target_height = (s_target_height * 3) / 2;
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break;
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case 2:
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s_target_width *= 2;
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@ -525,7 +525,7 @@ have_texture:
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D3DFORMAT bformat = FBManager::GetEFBDepthRTSurfaceFormat();
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if(!bFromZBuffer && g_ActiveConfig.iMultisampleMode > 2)
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if(!bFromZBuffer && g_ActiveConfig.iMultisampleMode > 0)
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{
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D3D::drawShadedTexQuad(read_texture,
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&sourcerect,
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