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TextureCache: Make a better Anisotropic setter.
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6c97ab571a
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5230378709
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@ -1201,7 +1201,14 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data());
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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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if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) {
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glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, config.MaxAnisotropy());
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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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glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropy);
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} else {
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} else {
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LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");
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LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");
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}
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}
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@ -1448,7 +1448,14 @@ 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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LOG_WARNING(Render_Vulkan, "VK_EXT_sampler_filter_minmax is required");
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}
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}
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// Some games have samplers with garbage. Sanitize them here.
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// Some games have samplers with garbage. Sanitize them here.
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const float max_anisotropy = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
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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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sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{
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sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.pNext = pnext,
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.pNext = pnext,
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@ -6,7 +6,6 @@
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#include <array>
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#include <array>
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#include "common/cityhash.h"
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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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#include "video_core/textures/texture.h"
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using Tegra::Texture::TICEntry;
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using Tegra::Texture::TICEntry;
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@ -51,22 +50,6 @@ constexpr std::array<float, 256> SRGB_CONVERSION_LUT = {
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0.917104f, 0.929242f, 0.941493f, 0.953859f, 0.966338f, 1.000000f, 1.000000f, 1.000000f,
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0.917104f, 0.929242f, 0.941493f, 0.953859f, 0.966338f, 1.000000f, 1.000000f, 1.000000f,
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};
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};
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unsigned SettingsMinimumAnisotropy() noexcept {
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switch (static_cast<Anisotropy>(Settings::values.max_anisotropy.GetValue())) {
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default:
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case Anisotropy::Default:
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return 1U;
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case Anisotropy::Filter2x:
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return 2U;
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case Anisotropy::Filter4x:
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return 4U;
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case Anisotropy::Filter8x:
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return 8U;
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case Anisotropy::Filter16x:
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return 16U;
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}
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}
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} // Anonymous namespace
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} // Anonymous namespace
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std::array<float, 4> TSCEntry::BorderColor() const noexcept {
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std::array<float, 4> TSCEntry::BorderColor() const noexcept {
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@ -78,7 +61,7 @@ std::array<float, 4> TSCEntry::BorderColor() const noexcept {
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}
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}
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float TSCEntry::MaxAnisotropy() const noexcept {
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float TSCEntry::MaxAnisotropy() const noexcept {
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return static_cast<float>(std::max(1U << max_anisotropy, SettingsMinimumAnisotropy()));
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return static_cast<float>(1U << max_anisotropy);
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}
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}
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} // namespace Tegra::Texture
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} // namespace Tegra::Texture
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@ -130,22 +130,22 @@
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</item>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>2x (WILL BREAK THINGS)</string>
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<string>2x</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>4x (WILL BREAK THINGS)</string>
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<string>4x</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>8x (WILL BREAK THINGS)</string>
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<string>8x</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>16x (WILL BREAK THINGS)</string>
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<string>16x</string>
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</property>
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</property>
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</item>
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</item>
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</widget>
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</widget>
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