VideoCommon: Expose SamplerState to shaders

The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
This commit is contained in:
Pokechu22
2021-08-08 21:11:50 -07:00
parent 9ef228503a
commit 4a9b26de86
14 changed files with 188 additions and 139 deletions

View File

@ -49,7 +49,7 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale
{
UpdateActiveConfig();
for (SamplerState& m_sampler_state : m_sampler_states)
m_sampler_state.hex = RenderState::GetPointSamplerState().hex;
m_sampler_state = RenderState::GetPointSamplerState();
}
Renderer::~Renderer() = default;
@ -545,7 +545,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
// Skip lookup if the state hasn't changed.
if (m_sampler_states[index].hex == state.hex)
if (m_sampler_states[index] == state)
return;
// Look up new state and replace in state tracker.
@ -557,7 +557,7 @@ void Renderer::SetSamplerState(u32 index, const SamplerState& state)
}
StateTracker::GetInstance()->SetSampler(index, sampler);
m_sampler_states[index].hex = state.hex;
m_sampler_states[index] = state;
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
@ -588,7 +588,7 @@ void Renderer::ResetSamplerStates()
// Invalidate all sampler states, next draw will re-initialize them.
for (u32 i = 0; i < m_sampler_states.size(); i++)
{
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
m_sampler_states[i] = RenderState::GetPointSamplerState();
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
}