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https://github.com/dolphin-emu/dolphin.git
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roll back r7431
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7432 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -1346,10 +1346,6 @@ void Renderer::SetSamplerState(int stage, int texindex)
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{
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gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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}
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else if (g_ActiveConfig.bForceNoFiltering)
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{
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gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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}
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else if (tm0.min_filter & 4) // linear min filter
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{
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if (tm0.mag_filter) // linear mag filter
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@ -1394,4 +1390,4 @@ void Renderer::SetInterlacingMode()
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// TODO
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}
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} // namespace DX11
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} // namespace DX11
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@ -1381,10 +1381,6 @@ void Renderer::SetSamplerState(int stage, int texindex)
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{
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min = mag = mip = D3DTEXF_LINEAR;
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}
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else if (g_ActiveConfig.bForceNoFiltering)
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{
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min = mag = mip = D3DTEXF_POINT;
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}
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else
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{
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min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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@ -348,15 +348,13 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
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//mode1 = newmode1;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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((newmode.mag_filter && !g_Config.bForceNoFiltering) || 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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else if (g_ActiveConfig.bForceNoFiltering && newmode.min_filter >= 4)
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mode.min_filter -= 4;
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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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@ -366,7 +364,7 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
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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 && !g_ActiveConfig.bForceNoFiltering)) ? GL_LINEAR : GL_NEAREST);
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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_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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