Merge pull request #11276 from AdmiralCurtiss/texture-filter-options

Core: Add option to force linear texture filtering.
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JMC47 2022-12-09 01:13:42 -05:00 committed by GitHub
commit d250e69ddf
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12 changed files with 186 additions and 51 deletions

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@ -107,8 +107,8 @@ const Info<bool> GFX_MODS_ENABLE{{System::GFX, "Settings", "EnableMods"}, false}
// Graphics.Enhancements
const Info<bool> GFX_ENHANCE_FORCE_FILTERING{{System::GFX, "Enhancements", "ForceFiltering"},
false};
const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING{
{System::GFX, "Enhancements", "ForceTextureFiltering"}, TextureFilteringMode::Default};
const Info<int> GFX_ENHANCE_MAX_ANISOTROPY{{System::GFX, "Enhancements", "MaxAnisotropy"}, 0};
const Info<std::string> GFX_ENHANCE_POST_SHADER{
{System::GFX, "Enhancements", "PostProcessingShader"}, ""};

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@ -10,6 +10,7 @@
enum class AspectMode : int;
enum class ShaderCompilationMode : int;
enum class StereoMode : int;
enum class TextureFilteringMode : int;
enum class TriState : int;
namespace Config
@ -92,7 +93,7 @@ extern const Info<bool> GFX_MODS_ENABLE;
// Graphics.Enhancements
extern const Info<bool> GFX_ENHANCE_FORCE_FILTERING;
extern const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING;
extern const Info<int> GFX_ENHANCE_MAX_ANISOTROPY; // NOTE - this is x in (1 << x)
extern const Info<std::string> GFX_ENHANCE_POST_SHADER;
extern const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR;

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@ -104,7 +104,7 @@ public:
layer->Set(Config::GFX_FAST_DEPTH_CALC, m_settings.fast_depth_calc);
layer->Set(Config::GFX_ENABLE_PIXEL_LIGHTING, m_settings.enable_pixel_lighting);
layer->Set(Config::GFX_WIDESCREEN_HACK, m_settings.widescreen_hack);
layer->Set(Config::GFX_ENHANCE_FORCE_FILTERING, m_settings.force_filtering);
layer->Set(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING, m_settings.force_texture_filtering);
layer->Set(Config::GFX_ENHANCE_MAX_ANISOTROPY, m_settings.max_anisotropy);
layer->Set(Config::GFX_ENHANCE_FORCE_TRUE_COLOR, m_settings.force_true_color);
layer->Set(Config::GFX_ENHANCE_DISABLE_COPY_FILTER, m_settings.disable_copy_filter);

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@ -872,7 +872,7 @@ void NetPlayClient::OnStartGame(sf::Packet& packet)
packet >> m_net_settings.fast_depth_calc;
packet >> m_net_settings.enable_pixel_lighting;
packet >> m_net_settings.widescreen_hack;
packet >> m_net_settings.force_filtering;
packet >> m_net_settings.force_texture_filtering;
packet >> m_net_settings.max_anisotropy;
packet >> m_net_settings.force_true_color;
packet >> m_net_settings.disable_copy_filter;

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@ -13,6 +13,7 @@
#include "Core/HW/EXI/EXI.h"
#include "Core/HW/EXI/EXI_Device.h"
#include "Core/HW/Sram.h"
#include "VideoCommon/VideoConfig.h"
namespace DiscIO
{
@ -82,7 +83,7 @@ struct NetSettings
bool fast_depth_calc = false;
bool enable_pixel_lighting = false;
bool widescreen_hack = false;
bool force_filtering = false;
TextureFilteringMode force_texture_filtering = TextureFilteringMode::Default;
int max_anisotropy = 0;
bool force_true_color = false;
bool disable_copy_filter = false;

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@ -1336,7 +1336,7 @@ bool NetPlayServer::SetupNetSettings()
settings.fast_depth_calc = Config::Get(Config::GFX_FAST_DEPTH_CALC);
settings.enable_pixel_lighting = Config::Get(Config::GFX_ENABLE_PIXEL_LIGHTING);
settings.widescreen_hack = Config::Get(Config::GFX_WIDESCREEN_HACK);
settings.force_filtering = Config::Get(Config::GFX_ENHANCE_FORCE_FILTERING);
settings.force_texture_filtering = Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
settings.max_anisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
settings.force_true_color = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
settings.disable_copy_filter = Config::Get(Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
@ -1539,7 +1539,7 @@ bool NetPlayServer::StartGame()
spac << m_settings.fast_depth_calc;
spac << m_settings.enable_pixel_lighting;
spac << m_settings.widescreen_hack;
spac << m_settings.force_filtering;
spac << m_settings.force_texture_filtering;
spac << m_settings.max_anisotropy;
spac << m_settings.force_true_color;
spac << m_settings.disable_copy_filter;

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@ -16,6 +16,7 @@
#include "DolphinQt/Config/Graphics/GraphicsBool.h"
#include "DolphinQt/Config/Graphics/GraphicsChoice.h"
#include "DolphinQt/Config/Graphics/GraphicsRadio.h"
#include "DolphinQt/Config/Graphics/GraphicsSlider.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/Graphics/PostProcessingConfigWindow.h"
@ -39,6 +40,18 @@ EnhancementsWidget::EnhancementsWidget(GraphicsWindow* parent) : m_block_save(fa
[this](const QString& backend) { LoadSettings(); });
}
constexpr int TEXTURE_FILTERING_DEFAULT = 0;
constexpr int TEXTURE_FILTERING_ANISO_2X = 1;
constexpr int TEXTURE_FILTERING_ANISO_4X = 2;
constexpr int TEXTURE_FILTERING_ANISO_8X = 3;
constexpr int TEXTURE_FILTERING_ANISO_16X = 4;
constexpr int TEXTURE_FILTERING_FORCE_NEAREST = 5;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR = 6;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_2X = 7;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_4X = 8;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_8X = 9;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X = 10;
void EnhancementsWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
@ -73,16 +86,30 @@ void EnhancementsWidget::CreateWidgets()
m_ir_combo->setMaxVisibleItems(visible_resolution_option_count);
m_aa_combo = new ToolTipComboBox();
m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
Config::GFX_ENHANCE_MAX_ANISOTROPY);
m_texture_filtering_combo = new ToolTipComboBox();
m_texture_filtering_combo->addItem(tr("Default"), TEXTURE_FILTERING_DEFAULT);
m_texture_filtering_combo->addItem(tr("2x Anisotropic"), TEXTURE_FILTERING_ANISO_2X);
m_texture_filtering_combo->addItem(tr("4x Anisotropic"), TEXTURE_FILTERING_ANISO_4X);
m_texture_filtering_combo->addItem(tr("8x Anisotropic"), TEXTURE_FILTERING_ANISO_8X);
m_texture_filtering_combo->addItem(tr("16x Anisotropic"), TEXTURE_FILTERING_ANISO_16X);
m_texture_filtering_combo->addItem(tr("Force Nearest"), TEXTURE_FILTERING_FORCE_NEAREST);
m_texture_filtering_combo->addItem(tr("Force Linear"), TEXTURE_FILTERING_FORCE_LINEAR);
m_texture_filtering_combo->addItem(tr("Force Linear and 2x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_2X);
m_texture_filtering_combo->addItem(tr("Force Linear and 4x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_4X);
m_texture_filtering_combo->addItem(tr("Force Linear and 8x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_8X);
m_texture_filtering_combo->addItem(tr("Force Linear and 16x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X);
m_pp_effect = new ToolTipComboBox();
m_configure_pp_effect = new NonDefaultQPushButton(tr("Configure"));
m_scaled_efb_copy = new GraphicsBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
m_per_pixel_lighting =
new GraphicsBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING);
m_force_texture_filtering =
new GraphicsBool(tr("Force Texture Filtering"), Config::GFX_ENHANCE_FORCE_FILTERING);
m_widescreen_hack = new GraphicsBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK);
m_disable_fog = new GraphicsBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG);
m_force_24bit_color =
@ -92,25 +119,38 @@ void EnhancementsWidget::CreateWidgets()
m_arbitrary_mipmap_detection = new GraphicsBool(tr("Arbitrary Mipmap Detection"),
Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION);
enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), 0, 0);
enhancements_layout->addWidget(m_ir_combo, 0, 1, 1, -1);
enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), 1, 0);
enhancements_layout->addWidget(m_aa_combo, 1, 1, 1, -1);
enhancements_layout->addWidget(new QLabel(tr("Anisotropic Filtering:")), 2, 0);
enhancements_layout->addWidget(m_af_combo, 2, 1, 1, -1);
int row = 0;
enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), row, 0);
enhancements_layout->addWidget(m_ir_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), 4, 0);
enhancements_layout->addWidget(m_pp_effect, 4, 1);
enhancements_layout->addWidget(m_configure_pp_effect, 4, 2);
enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), row, 0);
enhancements_layout->addWidget(m_aa_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_scaled_efb_copy, 5, 0);
enhancements_layout->addWidget(m_per_pixel_lighting, 5, 1);
enhancements_layout->addWidget(m_force_texture_filtering, 6, 0);
enhancements_layout->addWidget(m_widescreen_hack, 6, 1);
enhancements_layout->addWidget(m_disable_fog, 7, 0);
enhancements_layout->addWidget(m_force_24bit_color, 7, 1);
enhancements_layout->addWidget(m_disable_copy_filter, 8, 0);
enhancements_layout->addWidget(m_arbitrary_mipmap_detection, 8, 1);
enhancements_layout->addWidget(new QLabel(tr("Texture Filtering:")), row, 0);
enhancements_layout->addWidget(m_texture_filtering_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), row, 0);
enhancements_layout->addWidget(m_pp_effect, row, 1);
enhancements_layout->addWidget(m_configure_pp_effect, row, 2);
++row;
enhancements_layout->addWidget(m_scaled_efb_copy, row, 0);
enhancements_layout->addWidget(m_per_pixel_lighting, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_widescreen_hack, row, 0);
enhancements_layout->addWidget(m_force_24bit_color, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_disable_fog, row, 0);
enhancements_layout->addWidget(m_arbitrary_mipmap_detection, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_disable_copy_filter, row, 0);
++row;
// Stereoscopy
auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
@ -144,6 +184,8 @@ void EnhancementsWidget::ConnectWidgets()
{
connect(m_aa_combo, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_texture_filtering_combo, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_pp_effect, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_3d_mode, qOverload<int>(&QComboBox::currentIndexChanged), [this] {
@ -218,8 +260,11 @@ void EnhancementsWidget::LoadSettings()
m_block_save = true;
// Anti-Aliasing
int aa_selection = Config::Get(Config::GFX_MSAA);
bool ssaa = Config::Get(Config::GFX_SSAA);
const int aa_selection = Config::Get(Config::GFX_MSAA);
const bool ssaa = Config::Get(Config::GFX_SSAA);
const int aniso = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
const TextureFilteringMode tex_filter_mode =
Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
m_aa_combo->clear();
for (const auto& option : VideoUtils::GetAvailableAntialiasingModes(m_msaa_modes))
@ -229,6 +274,25 @@ void EnhancementsWidget::LoadSettings()
QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
m_aa_combo->setEnabled(m_aa_combo->count() > 1);
switch (tex_filter_mode)
{
case TextureFilteringMode::Default:
if (aniso >= 0 && aniso <= 4)
m_texture_filtering_combo->setCurrentIndex(aniso);
else
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_DEFAULT);
break;
case TextureFilteringMode::Nearest:
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_FORCE_NEAREST);
break;
case TextureFilteringMode::Linear:
if (aniso >= 0 && aniso <= 4)
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_FORCE_LINEAR + aniso);
else
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_FORCE_LINEAR);
break;
}
// Post Processing Shader
LoadPPShaders();
@ -264,6 +328,66 @@ void EnhancementsWidget::SaveSettings()
Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
const int texture_filtering_selection = m_texture_filtering_combo->currentData().toInt();
switch (texture_filtering_selection)
{
case TEXTURE_FILTERING_DEFAULT:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 0);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_2X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 1);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_4X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 2);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_8X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 3);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_16X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 4);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_FORCE_NEAREST:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 0);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Nearest);
break;
case TEXTURE_FILTERING_FORCE_LINEAR:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 0);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_2X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 1);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_4X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 2);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_8X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 3);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 4);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
}
const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph;
const bool passive = g_Config.stereo_mode == StereoMode::Passive;
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
@ -300,10 +424,12 @@ void EnhancementsWidget::AddDescriptions()
"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
"effects, and textures.<br><br><dolphin_emphasis>If unsure, select "
"None.</dolphin_emphasis>");
static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
"Enables anisotropic filtering, which enhances the visual quality of textures that "
"are at oblique viewing angles.<br><br>Might cause issues in a small "
"number of games.<br><br><dolphin_emphasis>If unsure, select 1x.</dolphin_emphasis>");
static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
"Adjust the texture filtering. Anisotropic filtering enhances the visual quality of textures "
"that are at oblique viewing angles. Force Nearest and Force Linear override the texture "
"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
"of the game's textures and might cause issues in a small number of "
"games.<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_POSTPROCESSING_DESCRIPTION[] =
QT_TR_NOOP("Applies a post-processing effect after rendering a frame.<br><br "
"/><dolphin_emphasis>If unsure, select (off).</dolphin_emphasis>");
@ -352,11 +478,6 @@ void EnhancementsWidget::AddDescriptions()
"quality by reducing color banding.<br><br>Has no impact on performance and causes "
"few graphical issues.<br><br><dolphin_emphasis>If unsure, leave this "
"checked.</dolphin_emphasis>");
static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] =
QT_TR_NOOP("Filters all textures, including any that the game explicitly set as "
"unfiltered.<br><br>May improve quality of certain textures in some games, but "
"will cause issues in others.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] = QT_TR_NOOP(
"Disables the blending of adjacent rows when copying the EFB. This is known in "
"some games as \"deflickering\" or \"smoothing\".<br><br>Disabling the filter has no "
@ -378,8 +499,8 @@ void EnhancementsWidget::AddDescriptions()
m_aa_combo->SetTitle(tr("Anti-Aliasing"));
m_aa_combo->SetDescription(tr(TR_ANTIALIAS_DESCRIPTION));
m_af_combo->SetTitle(tr("Anisotropic Filtering"));
m_af_combo->SetDescription(tr(TR_ANISOTROPIC_FILTERING_DESCRIPTION));
m_texture_filtering_combo->SetTitle(tr("Texture Filtering"));
m_texture_filtering_combo->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
m_pp_effect->SetTitle(tr("Post-Processing Effect"));
m_pp_effect->SetDescription(tr(TR_POSTPROCESSING_DESCRIPTION));
@ -394,8 +515,6 @@ void EnhancementsWidget::AddDescriptions()
m_force_24bit_color->SetDescription(tr(TR_FORCE_24BIT_DESCRIPTION));
m_force_texture_filtering->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
m_disable_copy_filter->SetDescription(tr(TR_DISABLE_COPY_FILTER_DESCRIPTION));
m_arbitrary_mipmap_detection->SetDescription(tr(TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION));

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@ -3,6 +3,8 @@
#pragma once
#include <array>
#include "DolphinQt/Config/Graphics/GraphicsWidget.h"
class GraphicsBool;
@ -34,12 +36,11 @@ private:
// Enhancements
GraphicsChoice* m_ir_combo;
ToolTipComboBox* m_aa_combo;
GraphicsChoice* m_af_combo;
ToolTipComboBox* m_texture_filtering_combo;
ToolTipComboBox* m_pp_effect;
QPushButton* m_configure_pp_effect;
GraphicsBool* m_scaled_efb_copy;
GraphicsBool* m_per_pixel_lighting;
GraphicsBool* m_force_texture_filtering;
GraphicsBool* m_widescreen_hack;
GraphicsBool* m_disable_fog;
GraphicsBool* m_force_24bit_color;

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@ -480,7 +480,7 @@ void Renderer::CheckForConfigChanges()
const u32 old_multisamples = g_ActiveConfig.iMultisamples;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const int old_efb_access_tile_size = g_ActiveConfig.iEFBAccessTileSize;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
const auto old_texture_filtering_mode = g_ActiveConfig.texture_filtering_mode;
const bool old_vsync = g_ActiveConfig.bVSyncActive;
const bool old_bbox = g_ActiveConfig.bBBoxEnable;
const u32 old_game_mod_changes =
@ -533,7 +533,7 @@ void Renderer::CheckForConfigChanges()
changed_bits |= CONFIG_CHANGE_BIT_MULTISAMPLES;
if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
changed_bits |= CONFIG_CHANGE_BIT_ANISOTROPY;
if (old_force_filtering != g_ActiveConfig.bForceFiltering)
if (old_texture_filtering_mode != g_ActiveConfig.texture_filtering_mode)
changed_bits |= CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING;
if (old_vsync != g_ActiveConfig.bVSyncActive)
changed_bits |= CONFIG_CHANGE_BIT_VSYNC;

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@ -1001,7 +1001,13 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
state.Generate(bpmem, index);
// Force texture filtering config option.
if (g_ActiveConfig.bForceFiltering)
if (g_ActiveConfig.texture_filtering_mode == TextureFilteringMode::Nearest)
{
state.tm0.min_filter = FilterMode::Near;
state.tm0.mag_filter = FilterMode::Near;
state.tm0.mipmap_filter = FilterMode::Near;
}
else if (g_ActiveConfig.texture_filtering_mode == TextureFilteringMode::Linear)
{
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;

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@ -111,7 +111,7 @@ void VideoConfig::Refresh()
iShaderCompilerThreads = Config::Get(Config::GFX_SHADER_COMPILER_THREADS);
iShaderPrecompilerThreads = Config::Get(Config::GFX_SHADER_PRECOMPILER_THREADS);
bForceFiltering = Config::Get(Config::GFX_ENHANCE_FORCE_FILTERING);
texture_filtering_mode = Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
iMaxAnisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);

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@ -45,6 +45,13 @@ enum class ShaderCompilationMode : int
AsynchronousSkipRendering
};
enum class TextureFilteringMode : int
{
Default,
Nearest,
Linear,
};
enum class TriState : int
{
Off,
@ -72,7 +79,7 @@ struct VideoConfig final
u32 iMultisamples = 0;
bool bSSAA = false;
int iEFBScale = 0;
bool bForceFiltering = false;
TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default;
int iMaxAnisotropy = 0;
std::string sPostProcessingShader;
bool bForceTrueColor = false;