GPU/HW: Make texture filtering a fragment shadergen parameter

This commit is contained in:
Stenzek
2024-06-16 17:51:00 +10:00
parent 5be2e68ab9
commit 1582b2ae5d
4 changed files with 21 additions and 22 deletions

View File

@ -780,7 +780,7 @@ bool GPU_HW::CompilePipelines()
m_allow_shader_blend = (features.feedback_loops && (m_pgxp_depth_buffer || !needs_depth_buffer));
GPU_HW_ShaderGen shadergen(g_gpu_device->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_clamp_uvs, write_mask_as_depth,
m_true_color, m_scaled_dithering, m_clamp_uvs, write_mask_as_depth,
m_disable_color_perspective, m_supports_dual_source_blend, m_supports_framebuffer_fetch,
m_debanding);
@ -837,7 +837,7 @@ bool GPU_HW::CompilePipelines()
(m_supports_framebuffer_fetch && (render_mode == static_cast<u8>(BatchRenderMode::OnlyOpaque) ||
render_mode == static_cast<u8>(BatchRenderMode::OnlyTransparent))))
{
progress.Increment(4 * 2 * 2 * 2);
progress.Increment(active_texture_modes * 2 * 2 * 2);
continue;
}
@ -858,7 +858,7 @@ bool GPU_HW::CompilePipelines()
{
const std::string fs = shadergen.GenerateBatchFragmentShader(
static_cast<BatchRenderMode>(render_mode), static_cast<GPUTransparencyMode>(transparency_mode),
static_cast<GPUTextureMode>(texture_mode), ConvertToBoolUnchecked(dithering),
static_cast<GPUTextureMode>(texture_mode), m_texture_filtering, ConvertToBoolUnchecked(dithering),
ConvertToBoolUnchecked(interlacing), ConvertToBoolUnchecked(check_mask));
if (!(batch_fragment_shaders[render_mode][transparency_mode][texture_mode][check_mask][dithering]