VideoCommon: Implement diagonal LOD

Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`.  However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
This commit is contained in:
Pokechu22 2021-10-16 12:41:46 -07:00
parent b9288212a0
commit ee80298ca4
1 changed files with 1 additions and 2 deletions

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@ -662,9 +662,8 @@ uint WrapCoord(int coord, uint wrap, int size) {{
// IRs), but (at least per the software renderer) actual LOD is S28.4. How does this work?
// Also, note that we can make some assumptions due to use of a SamplerState version of the BP
// configuration, which tidies things compared to whatever nonsense games can put in.
// TODO: This doesn't support diagonal LOD
out.Write(R"(
float2 uv_delta = max(uv_delta_x, uv_delta_y);
float2 uv_delta = diag_lod ? uv_delta_x + uv_delta_y : max(uv_delta_x, uv_delta_y);
float max_delta = max(uv_delta.x / 128.0, uv_delta.y / 128.0);
// log2(x) is undefined if x <= 0, but in practice it seems log2(0) is -infinity, which becomes INT_MIN.
// If lod_bias is negative, adding it to INT_MIN causes an underflow, resulting in a large positive value.