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a lot of people don't get convinced by my "Pseudo-antialiasing " effect and is true is not near the quality of the true effect so :)
true antialiasing using supersampling: 3 modes implemented: 2x = is a one and a half samples supersampled buffer with a linear texture fetch, this produce a similar result of a 2x MSAA 4x = four samples with a aligned texture fetch in the center of the 4 samples, this produce a little best effect that the first mode. 8x = is a four samples with a rotated grid fetching producing a nicer (really nicer in some cases) antialiasing. please test an let me know if you like this :) i remember to everyone that supersampling is expensive so don't complain in speed drops :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5006 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -525,22 +525,14 @@ have_texture:
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D3DFORMAT bformat = FBManager::GetEFBDepthRTSurfaceFormat();
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if(!bFromZBuffer && g_ActiveConfig.iMultisampleMode != 0)
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if(!bFromZBuffer && g_ActiveConfig.iMultisampleMode > 2)
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{
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D3D::ChangeSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::ChangeSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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D3D::drawFSAATexQuad(
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read_texture,
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FBManager::GetEFBDepthTexture(source_rect),
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D3D::drawShadedTexQuad(read_texture,
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&sourcerect,
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Renderer::GetFullTargetWidth() ,
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Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetFSAAColorMatrixProgram(),
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VertexShaderCache::GetFSAAVertexShader(),
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g_ActiveConfig.iMultisampleMode,1.0f);
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D3D::RefreshSamplerState(1, D3DSAMP_MINFILTER);
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D3D::RefreshSamplerState(1, D3DSAMP_MAGFILTER);
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D3D::SetTexture(1,NULL);
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VertexShaderCache::GetFSAAVertexShader());
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}
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else
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{
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