[cleanup] Vastly clean up backend-specific sampler state logic.

This commit is contained in:
NeoBrainX
2012-08-10 13:24:40 +02:00
parent 069d949a57
commit 0706050b74
3 changed files with 13 additions and 30 deletions

View File

@ -1382,14 +1382,10 @@ void Renderer::SetSamplerState(int stage, int texindex)
const TexMode0 &tm0 = tex.texMode0[stage];
const TexMode1 &tm1 = tex.texMode1[stage];
unsigned int mip;
mip = (tm0.min_filter == 8) ? TEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
unsigned int mip = d3dMipFilters[tm0.min_filter & 3];
if (texindex) stage += 4;
// TODO: Clarify whether these values are correct
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
if (g_ActiveConfig.bForceFiltering)
{
gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;