GPU/HW: Make texture filtering a fragment shadergen parameter
This commit is contained in:
@ -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]
|
||||
|
||||
Reference in New Issue
Block a user