From 2e2c9b14a42393f5b033e328a5bafdfeccab6227 Mon Sep 17 00:00:00 2001 From: lightningterror Date: Fri, 18 Jan 2019 20:05:04 +0100 Subject: [PATCH] gsdx-ogl: Enable anisotropic filtering only for triangles. Sprites are flat so aniso is likely useless (it would save perf for others primitives). Idea by Gregory. --- plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp b/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp index 3cc8acdd36..eb48af08ee 100644 --- a/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp +++ b/plugins/GSdx/Renderers/OpenGL/GSRendererOGL.cpp @@ -848,7 +848,8 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex) m_ps_ssel.triln = 0; } else { m_ps_ssel.biln = bilinear; - m_ps_ssel.aniso = 1; + // Enable aniso only for triangles. Sprites are flat so aniso is likely useless (it would save perf for others primitives). + m_ps_ssel.aniso = m_vt.m_primclass == GS_TRIANGLE_CLASS ? 1 : 0; m_ps_ssel.triln = trilinear; if (trilinear_manual) { m_ps_sel.manual_lod = 1;