VideoBackends: Do not use Anisotropy on Point filtered textures.

The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
This commit is contained in:
EmptyChaos
2016-03-24 02:23:56 +00:00
parent 3ff56aa192
commit 902e5cddf7
9 changed files with 57 additions and 15 deletions

View File

@ -9,6 +9,7 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/SamplerCommon.h"
namespace DX11
{
@ -259,7 +260,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
unsigned int mip = d3dMipFilters[state.min_filter & 3];
if (state.max_anisotropy > 1)
if (state.max_anisotropy > 1 && !IsBpTexMode0PointFiltering(state))
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = (u32)state.max_anisotropy;

View File

@ -1200,7 +1200,8 @@ void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
if (g_ActiveConfig.bForceFiltering)
{
gx_state.sampler[stage].min_filter = 6; // 4 (linear mip) | 2 (linear min)
// Only use mipmaps if the game says they are available.
gx_state.sampler[stage].min_filter = (tm0.min_filter & 3) == TexMode0::TEXF_NONE ? 4 : 6;
gx_state.sampler[stage].mag_filter = 1; // linear mag
}
else

View File

@ -20,6 +20,7 @@
#include "VideoBackends/D3D12/ShaderCache.h"
#include "VideoBackends/D3D12/StaticShaderCache.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoConfig.h"
@ -185,7 +186,7 @@ D3D12_SAMPLER_DESC StateCache::GetDesc12(SamplerState state)
unsigned int mip = d3d_mip_filters[state.min_filter & 3];
sampdc.MaxAnisotropy = 1;
if (g_ActiveConfig.iMaxAnisotropy > 1)
if (g_ActiveConfig.iMaxAnisotropy > 0 && !IsBpTexMode0PointFiltering(state))
{
sampdc.Filter = D3D12_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = 1 << g_ActiveConfig.iMaxAnisotropy;

View File

@ -1245,7 +1245,8 @@ void Renderer::SetSamplerState(int stage, int tex_index, bool custom_tex)
if (g_ActiveConfig.bForceFiltering)
{
new_state.min_filter = 6; // 4 (linear min) | 2 (linear mip)
// Only use mipmaps if the game says they are available.
new_state.min_filter = (tm0.min_filter & 3) == TexMode0::TEXF_NONE ? 4 : 6;
new_state.mag_filter = 1; // linear mag
}
else

View File

@ -8,6 +8,7 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
@ -59,8 +60,8 @@ void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode
// take equivalent forced linear when bForceFiltering
if (g_ActiveConfig.bForceFiltering)
{
params.tm0.min_filter |= 0x4;
params.tm0.mag_filter |= 0x1;
params.tm0.min_filter = (tm0.min_filter & 3) == TexMode0::TEXF_NONE ? 4 : 6;
params.tm0.mag_filter = 1;
}
// custom textures may have higher resolution, so disable the max_lod
@ -122,9 +123,6 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
auto& tm0 = params.tm0;
auto& tm1 = params.tm1;
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filters[tm0.min_filter % ArraySize(min_filters)]);
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, tm0.mag_filter ? GL_LINEAR : GL_NEAREST);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
@ -134,8 +132,26 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso)
GLint min_filter = min_filters[tm0.min_filter];
GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
!IsBpTexMode0PointFiltering(tm0))
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
min_filter = (tm0.min_filter & 3) == TexMode0::TEXF_NONE ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR;
mag_filter = GL_LINEAR;
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
}
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
}
void SamplerCache::Clear()