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