VideoBackends: Move SamplerState to common

This commit is contained in:
Stenzek
2017-09-09 18:30:15 +10:00
parent 340aabbb06
commit 24ddea04ce
21 changed files with 352 additions and 401 deletions

View File

@ -24,6 +24,7 @@
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
@ -208,6 +209,52 @@ std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
return val;
}
static void SetSamplerState(u32 index, bool custom_tex)
{
const FourTexUnits& tex = bpmem.tex[index / 4];
const TexMode0& tm0 = tex.texMode0[index % 4];
SamplerState state = {};
state.Generate(bpmem, index);
// Force texture filtering config option.
if (g_ActiveConfig.bForceFiltering)
{
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
SamplerState::Filter::Linear :
SamplerState::Filter::Point;
}
// Custom textures may have a greater number of mips
if (custom_tex)
state.max_lod = 255;
// Anisotropic filtering option.
if (g_ActiveConfig.iMaxAnisotropy != 0 && !SamplerCommon::IsBpTexMode0PointFiltering(tm0))
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
if (SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0))
state.mipmap_filter = SamplerState::Filter::Linear;
state.anisotropic_filtering = 1;
}
else
{
state.anisotropic_filtering = 0;
}
g_renderer->SetSamplerState(index, state);
}
void VertexManagerBase::Flush()
{
if (m_is_flushed)
@ -276,7 +323,7 @@ void VertexManagerBase::Flush()
if (tentry)
{
g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
SetSamplerState(i, tentry->is_custom_tex);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
}
else