Enable Anisotropic filtering in ES.
This adds a check to make sure the vendor supports anisotropic filtering. Pretty much all vendors support this, even the mobile ones.
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@ -465,6 +465,7 @@ Renderer::Renderer()
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g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample");
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g_ogl_config.bSupportsEarlyFragmentTests = GLExtensions::Supports("GL_ARB_shader_image_load_store");
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g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth");
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g_ogl_config.bSupportsAniso = GLExtensions::Supports("GL_EXT_texture_filter_anisotropic");
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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{
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@ -52,6 +52,7 @@ struct VideoConfig
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bool bSupports3DTextureStorage;
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bool bSupportsEarlyFragmentTests;
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bool bSupportsConservativeDepth;
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bool bSupportsAniso;
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const char* gl_vendor;
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const char* gl_renderer;
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@ -129,12 +129,10 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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{
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glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
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if (g_ActiveConfig.iMaxAnisotropy > 0)
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso)
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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void SamplerCache::Clear()
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