Fix some potential issues when blending on EFB formats without alpha.

Clean up state transition tables.
This commit is contained in:
NeoBrainX
2013-01-13 23:35:07 +01:00
parent 0ebe35e0ef
commit 6870c1fdd5
5 changed files with 378 additions and 400 deletions

View File

@ -58,24 +58,6 @@ namespace OGL
static u32 s_TempFramebuffer = 0;
static const GLint c_MinLinearFilter[8] = {
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR,
};
static const GLint c_WrapSettings[4] = {
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT,
};
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
{
int width = std::max(virtual_width >> level, 1);
@ -357,32 +339,41 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
{
// TODO: not used anywhere
TexMode0 mode = newmode;
//mode1 = newmode1;
const GLint c_MinLinearFilter[8] =
{
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR,
};
const GLint c_WrapSettings[4] =
{
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT,
};
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
if (bHaveMipMaps)
{
// TODO: not used anywhere
if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
mode.min_filter += 4; // take equivalent forced linear
int filt = newmode.min_filter;
if (g_ActiveConfig.bForceFiltering && filt < 4)
filt += 4; // take equivalent forced linear
int filt = newmode.min_filter;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod >> 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod >> 4);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, (newmode.lod_bias / 32.0f));
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(g_ActiveConfig.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, newmode1.min_lod / 16.f);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, newmode1.max_lod / 16.f);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, newmode.lod_bias / 32.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
// TODO: Reset anisotrop when changed to 1
if (g_Config.iMaxAnisotropy >= 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)(1 << g_ActiveConfig.iMaxAnisotropy));