Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels.
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969357af1a
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7ee6065178
16 changed files with 245 additions and 35 deletions
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@ -8,6 +8,7 @@
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "core/settings.h"
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namespace Tegra::Texture {
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@ -294,6 +295,14 @@ enum class TextureMipmapFilter : u32 {
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Linear = 3,
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};
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enum class Anisotropy {
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Default,
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Filter2x,
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Filter4x,
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Filter8x,
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Filter16x,
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};
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struct TSCEntry {
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union {
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struct {
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@ -328,7 +337,20 @@ struct TSCEntry {
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};
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float GetMaxAnisotropy() const {
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return static_cast<float>(1U << max_anisotropy);
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switch (static_cast<Anisotropy>(Settings::values.max_anisotropy)) {
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case Anisotropy::Default:
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return static_cast<float>(1U << max_anisotropy);
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case Anisotropy::Filter2x:
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return static_cast<float>(2U << max_anisotropy);
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case Anisotropy::Filter4x:
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return static_cast<float>(4U << max_anisotropy);
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case Anisotropy::Filter8x:
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return static_cast<float>(8U << max_anisotropy);
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case Anisotropy::Filter16x:
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return static_cast<float>(16U << max_anisotropy);
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default:
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return static_cast<float>(1U << max_anisotropy);
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}
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}
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float GetMinLod() const {
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