Enable anisotropic filtering when the game requests it

This commit is contained in:
Pokechu22
2021-07-30 12:14:54 -07:00
committed by Jordan Woyak
parent 0299540209
commit 79a1e480ca
7 changed files with 18 additions and 17 deletions

View File

@ -309,10 +309,15 @@ void SamplerState::Generate(const BPMemory& bp, u32 index)
};
tm0.wrap_u = filter_invalid_wrap(bp_tm0.wrap_s);
tm0.wrap_v = filter_invalid_wrap(bp_tm0.wrap_t);
if (bp_tm0.max_aniso == MaxAniso::Two)
tm0.anisotropic_filtering = 1;
else if (bp_tm0.max_aniso == MaxAniso::Four)
tm0.anisotropic_filtering = 2;
else
tm0.anisotropic_filtering = 0;
tm0.diag_lod = bp_tm0.diag_lod;
tm0.anisotropic_filtering = false; // TODO: Respect BP anisotropic filtering mode
tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
}
namespace RenderState