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Core: Add option to force linear texture filtering.
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@ -107,8 +107,8 @@ const Info<bool> GFX_MODS_ENABLE{{System::GFX, "Settings", "EnableMods"}, false}
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// Graphics.Enhancements
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const Info<bool> GFX_ENHANCE_FORCE_FILTERING{{System::GFX, "Enhancements", "ForceFiltering"},
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false};
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const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING{
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{System::GFX, "Enhancements", "ForceTextureFiltering"}, TextureFilteringMode::Default};
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const Info<int> GFX_ENHANCE_MAX_ANISOTROPY{{System::GFX, "Enhancements", "MaxAnisotropy"}, 0};
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const Info<std::string> GFX_ENHANCE_POST_SHADER{
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{System::GFX, "Enhancements", "PostProcessingShader"}, ""};
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@ -10,6 +10,7 @@
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enum class AspectMode : int;
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enum class ShaderCompilationMode : int;
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enum class StereoMode : int;
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enum class TextureFilteringMode : int;
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enum class TriState : int;
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namespace Config
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@ -92,7 +93,7 @@ extern const Info<bool> GFX_MODS_ENABLE;
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// Graphics.Enhancements
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extern const Info<bool> GFX_ENHANCE_FORCE_FILTERING;
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extern const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING;
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extern const Info<int> GFX_ENHANCE_MAX_ANISOTROPY; // NOTE - this is x in (1 << x)
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extern const Info<std::string> GFX_ENHANCE_POST_SHADER;
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extern const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR;
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@ -104,7 +104,7 @@ public:
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layer->Set(Config::GFX_FAST_DEPTH_CALC, m_settings.fast_depth_calc);
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layer->Set(Config::GFX_ENABLE_PIXEL_LIGHTING, m_settings.enable_pixel_lighting);
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layer->Set(Config::GFX_WIDESCREEN_HACK, m_settings.widescreen_hack);
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layer->Set(Config::GFX_ENHANCE_FORCE_FILTERING, m_settings.force_filtering);
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layer->Set(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING, m_settings.force_texture_filtering);
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layer->Set(Config::GFX_ENHANCE_MAX_ANISOTROPY, m_settings.max_anisotropy);
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layer->Set(Config::GFX_ENHANCE_FORCE_TRUE_COLOR, m_settings.force_true_color);
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layer->Set(Config::GFX_ENHANCE_DISABLE_COPY_FILTER, m_settings.disable_copy_filter);
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@ -872,7 +872,7 @@ void NetPlayClient::OnStartGame(sf::Packet& packet)
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packet >> m_net_settings.fast_depth_calc;
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packet >> m_net_settings.enable_pixel_lighting;
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packet >> m_net_settings.widescreen_hack;
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packet >> m_net_settings.force_filtering;
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packet >> m_net_settings.force_texture_filtering;
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packet >> m_net_settings.max_anisotropy;
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packet >> m_net_settings.force_true_color;
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packet >> m_net_settings.disable_copy_filter;
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@ -13,6 +13,7 @@
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#include "Core/HW/EXI/EXI.h"
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#include "Core/HW/EXI/EXI_Device.h"
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#include "Core/HW/Sram.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DiscIO
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{
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@ -82,7 +83,7 @@ struct NetSettings
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bool fast_depth_calc = false;
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bool enable_pixel_lighting = false;
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bool widescreen_hack = false;
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bool force_filtering = false;
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TextureFilteringMode force_texture_filtering = TextureFilteringMode::Default;
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int max_anisotropy = 0;
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bool force_true_color = false;
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bool disable_copy_filter = false;
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@ -1336,7 +1336,7 @@ bool NetPlayServer::SetupNetSettings()
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settings.fast_depth_calc = Config::Get(Config::GFX_FAST_DEPTH_CALC);
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settings.enable_pixel_lighting = Config::Get(Config::GFX_ENABLE_PIXEL_LIGHTING);
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settings.widescreen_hack = Config::Get(Config::GFX_WIDESCREEN_HACK);
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settings.force_filtering = Config::Get(Config::GFX_ENHANCE_FORCE_FILTERING);
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settings.force_texture_filtering = Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
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settings.max_anisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
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settings.force_true_color = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
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settings.disable_copy_filter = Config::Get(Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
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@ -1539,7 +1539,7 @@ bool NetPlayServer::StartGame()
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spac << m_settings.fast_depth_calc;
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spac << m_settings.enable_pixel_lighting;
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spac << m_settings.widescreen_hack;
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spac << m_settings.force_filtering;
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spac << m_settings.force_texture_filtering;
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spac << m_settings.max_anisotropy;
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spac << m_settings.force_true_color;
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spac << m_settings.disable_copy_filter;
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