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TextureCache: Add automatic anisotropic filtering and refactor code.
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@ -515,7 +515,7 @@ struct Values {
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#endif
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FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
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RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
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RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"};
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RangedSetting<int> max_anisotropy{0, 0, 5, "max_anisotropy"};
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Setting<bool> use_speed_limit{true, "use_speed_limit"};
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RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
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Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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@ -1201,13 +1201,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data());
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if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) {
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const f32 setting_anisotropic =
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static_cast<f32>(1U << Settings::values.max_anisotropy.GetValue());
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const f32 game_anisotropic = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
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const bool aument_anisotropic =
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game_anisotropic > 1.0f || config.mipmap_filter == TextureMipmapFilter::Linear;
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const f32 max_anisotropy =
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aument_anisotropic ? std::max(game_anisotropic, setting_anisotropic) : game_anisotropic;
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const f32 max_anisotropy = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
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glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropy);
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} else {
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LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");
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@ -1448,13 +1448,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const Tegra::Texture::TSCEntry& t
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LOG_WARNING(Render_Vulkan, "VK_EXT_sampler_filter_minmax is required");
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}
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// Some games have samplers with garbage. Sanitize them here.
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const f32 setting_anisotropic =
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static_cast<f32>(1U << Settings::values.max_anisotropy.GetValue());
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const f32 game_anisotropic = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
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const bool aument_anisotropic =
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game_anisotropic > 1.0f || tsc.mipmap_filter == TextureMipmapFilter::Linear;
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const f32 max_anisotropy =
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aument_anisotropic ? std::max(game_anisotropic, setting_anisotropic) : game_anisotropic;
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const f32 max_anisotropy = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
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sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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@ -6,6 +6,7 @@
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#include <array>
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#include "common/cityhash.h"
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#include "common/settings.h"
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#include "video_core/textures/texture.h"
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using Tegra::Texture::TICEntry;
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@ -61,7 +62,19 @@ std::array<float, 4> TSCEntry::BorderColor() const noexcept {
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}
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float TSCEntry::MaxAnisotropy() const noexcept {
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return static_cast<float>(1U << max_anisotropy);
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if (max_anisotropy == 0 && mipmap_filter != TextureMipmapFilter::Linear) {
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return 1.0f;
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}
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const auto anisotropic_settings = Settings::values.max_anisotropy.GetValue();
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u32 new_max_anisotropic{};
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if (anisotropic_settings == 0) {
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const auto anisotropic_based_onscale = Settings::values.resolution_info.up_scale >>
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Settings::values.resolution_info.down_shift;
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new_max_anisotropic = std::max(anisotropic_based_onscale + 1U, 1U);
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} else {
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new_max_anisotropic = Settings::values.max_anisotropy.GetValue();
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}
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return static_cast<float>(1U << std::min(max_anisotropy + anisotropic_settings - 1, 31U));
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}
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} // namespace Tegra::Texture
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@ -123,6 +123,11 @@
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</item>
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<item>
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<widget class="QComboBox" name="anisotropic_filtering_combobox">
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<item>
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<property name="text">
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<string>Automatic</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Default</string>
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