TextureCache: load all mipmap levels from custom textures

This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
This commit is contained in:
degasus
2015-03-01 13:04:48 +01:00
parent 8c46bd2d1d
commit 35373c5185
12 changed files with 44 additions and 34 deletions

View File

@ -1868,13 +1868,13 @@ void Renderer::SetDitherMode()
glDisable(GL_DITHER);
}
void Renderer::SetSamplerState(int stage, int texindex)
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
{
auto const& tex = bpmem.tex[texindex];
auto const& tm0 = tex.texMode0[stage];
auto const& tm1 = tex.texMode1[stage];
g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1);
g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1, custom_tex);
}
void Renderer::SetInterlacingMode()