TextureCache: Add automatic anisotropic filtering and refactor code.
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5 changed files with 22 additions and 16 deletions
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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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