Merge pull request #3672 from EmptyChaos/d3d-anisotropy

Fix D3D Forced Anisotropy
This commit is contained in:
Pierre Bourdon
2016-03-26 03:25:01 +01:00
11 changed files with 85 additions and 23 deletions

View File

@ -8,6 +8,7 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
@ -59,8 +60,8 @@ void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode
// take equivalent forced linear when bForceFiltering
if (g_ActiveConfig.bForceFiltering)
{
params.tm0.min_filter |= 0x4;
params.tm0.mag_filter |= 0x1;
params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
params.tm0.mag_filter = 1;
}
// custom textures may have higher resolution, so disable the max_lod
@ -122,9 +123,6 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
auto& tm0 = params.tm0;
auto& tm1 = params.tm1;
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filters[tm0.min_filter % ArraySize(min_filters)]);
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, tm0.mag_filter ? GL_LINEAR : GL_NEAREST);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
@ -134,8 +132,26 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso)
GLint min_filter = min_filters[tm0.min_filter];
GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
!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.
min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
mag_filter = GL_LINEAR;
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
}
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
}
void SamplerCache::Clear()