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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
This commit is contained in:
@ -58,24 +58,6 @@ namespace OGL
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static u32 s_TempFramebuffer = 0;
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static const GLint c_MinLinearFilter[8] = {
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GL_NEAREST,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_NEAREST,
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GL_LINEAR,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_LINEAR,
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GL_LINEAR,
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};
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static const GLint c_WrapSettings[4] = {
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GL_CLAMP_TO_EDGE,
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GL_REPEAT,
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GL_MIRRORED_REPEAT,
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GL_REPEAT,
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};
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bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
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{
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int width = std::max(virtual_width >> level, 1);
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@ -357,32 +339,41 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
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{
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// TODO: not used anywhere
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TexMode0 mode = newmode;
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//mode1 = newmode1;
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const GLint c_MinLinearFilter[8] =
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{
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GL_NEAREST,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_NEAREST,
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GL_LINEAR,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_LINEAR,
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GL_LINEAR,
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};
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const GLint c_WrapSettings[4] =
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{
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GL_CLAMP_TO_EDGE,
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GL_REPEAT,
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GL_MIRRORED_REPEAT,
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GL_REPEAT,
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};
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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if (bHaveMipMaps)
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{
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// TODO: not used anywhere
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if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
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mode.min_filter += 4; // take equivalent forced linear
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int filt = newmode.min_filter;
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if (g_ActiveConfig.bForceFiltering && filt < 4)
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filt += 4; // take equivalent forced linear
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int filt = newmode.min_filter;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias / 32.0f));
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}
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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(g_ActiveConfig.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod / 16.f);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod / 16.f);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, newmode.lod_bias / 32.0f);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
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// TODO: Reset anisotrop when changed to 1
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if (g_Config.iMaxAnisotropy >= 1)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)(1 << g_ActiveConfig.iMaxAnisotropy));
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