mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
TextureCache: Add automatic anisotropic filtering and refactor code.
This commit is contained in:
parent
5230378709
commit
282e04bffb
5 changed files with 22 additions and 16 deletions
|
@ -515,7 +515,7 @@ struct Values {
|
|||
#endif
|
||||
FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
|
||||
RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
|
||||
RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"};
|
||||
RangedSetting<int> max_anisotropy{0, 0, 5, "max_anisotropy"};
|
||||
Setting<bool> use_speed_limit{true, "use_speed_limit"};
|
||||
RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
|
||||
Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
|
||||
|
|
|
@ -1201,13 +1201,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
|
|||
glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data());
|
||||
|
||||
if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) {
|
||||
const f32 setting_anisotropic =
|
||||
static_cast<f32>(1U << Settings::values.max_anisotropy.GetValue());
|
||||
const f32 game_anisotropic = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
|
||||
const bool aument_anisotropic =
|
||||
game_anisotropic > 1.0f || config.mipmap_filter == TextureMipmapFilter::Linear;
|
||||
const f32 max_anisotropy =
|
||||
aument_anisotropic ? std::max(game_anisotropic, setting_anisotropic) : game_anisotropic;
|
||||
const f32 max_anisotropy = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
|
||||
glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropy);
|
||||
} else {
|
||||
LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");
|
||||
|
|
|
@ -1448,13 +1448,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const Tegra::Texture::TSCEntry& t
|
|||
LOG_WARNING(Render_Vulkan, "VK_EXT_sampler_filter_minmax is required");
|
||||
}
|
||||
// Some games have samplers with garbage. Sanitize them here.
|
||||
const f32 setting_anisotropic =
|
||||
static_cast<f32>(1U << Settings::values.max_anisotropy.GetValue());
|
||||
const f32 game_anisotropic = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
|
||||
const bool aument_anisotropic =
|
||||
game_anisotropic > 1.0f || tsc.mipmap_filter == TextureMipmapFilter::Linear;
|
||||
const f32 max_anisotropy =
|
||||
aument_anisotropic ? std::max(game_anisotropic, setting_anisotropic) : game_anisotropic;
|
||||
const f32 max_anisotropy = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
|
||||
|
||||
sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include <array>
|
||||
|
||||
#include "common/cityhash.h"
|
||||
#include "common/settings.h"
|
||||
#include "video_core/textures/texture.h"
|
||||
|
||||
using Tegra::Texture::TICEntry;
|
||||
|
@ -61,7 +62,19 @@ std::array<float, 4> TSCEntry::BorderColor() const noexcept {
|
|||
}
|
||||
|
||||
float TSCEntry::MaxAnisotropy() const noexcept {
|
||||
return static_cast<float>(1U << max_anisotropy);
|
||||
if (max_anisotropy == 0 && mipmap_filter != TextureMipmapFilter::Linear) {
|
||||
return 1.0f;
|
||||
}
|
||||
const auto anisotropic_settings = Settings::values.max_anisotropy.GetValue();
|
||||
u32 new_max_anisotropic{};
|
||||
if (anisotropic_settings == 0) {
|
||||
const auto anisotropic_based_onscale = Settings::values.resolution_info.up_scale >>
|
||||
Settings::values.resolution_info.down_shift;
|
||||
new_max_anisotropic = std::max(anisotropic_based_onscale + 1U, 1U);
|
||||
} else {
|
||||
new_max_anisotropic = Settings::values.max_anisotropy.GetValue();
|
||||
}
|
||||
return static_cast<float>(1U << std::min(max_anisotropy + anisotropic_settings - 1, 31U));
|
||||
}
|
||||
|
||||
} // namespace Tegra::Texture
|
||||
|
|
|
@ -123,6 +123,11 @@
|
|||
</item>
|
||||
<item>
|
||||
<widget class="QComboBox" name="anisotropic_filtering_combobox">
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>Automatic</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>Default</string>
|
||||
|
|
Loading…
Reference in a new issue