GPU/HW: Make texture filtering a fragment shadergen parameter
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@ -6,15 +6,14 @@
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#include <cstdio>
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GPU_HW_ShaderGen::GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples,
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bool per_sample_shading, bool true_color, bool scaled_dithering,
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GPUTextureFilter texture_filtering, bool uv_limits, bool write_mask_as_depth,
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bool disable_color_perspective, bool supports_dual_source_blend,
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bool supports_framebuffer_fetch, bool debanding)
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bool per_sample_shading, bool true_color, bool scaled_dithering, bool uv_limits,
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bool write_mask_as_depth, bool disable_color_perspective,
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bool supports_dual_source_blend, bool supports_framebuffer_fetch, bool debanding)
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: ShaderGen(render_api, GetShaderLanguageForAPI(render_api), supports_dual_source_blend, supports_framebuffer_fetch),
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m_resolution_scale(resolution_scale), m_multisamples(multisamples), m_per_sample_shading(per_sample_shading),
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m_true_color(true_color), m_scaled_dithering(scaled_dithering), m_texture_filter(texture_filtering),
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m_uv_limits(uv_limits), m_write_mask_as_depth(write_mask_as_depth),
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m_disable_color_perspective(disable_color_perspective), m_debanding(debanding)
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m_true_color(true_color), m_scaled_dithering(scaled_dithering), m_uv_limits(uv_limits),
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m_write_mask_as_depth(write_mask_as_depth), m_disable_color_perspective(disable_color_perspective),
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m_debanding(debanding)
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{
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}
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@ -633,7 +632,8 @@ void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
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std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode,
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GPUTransparencyMode transparency, GPUTextureMode texture_mode,
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bool dithering, bool interlacing, bool check_mask)
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GPUTextureFilter texture_filtering, bool dithering,
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bool interlacing, bool check_mask)
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{
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// TODO: don't write depth for shader blend
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DebugAssert(transparency == GPUTransparencyMode::Disabled || render_mode == GPU_HW::BatchRenderMode::ShaderBlend);
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@ -644,7 +644,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod
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const bool use_dual_source = (!shader_blending && m_supports_dual_source_blend &&
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((render_mode != GPU_HW::BatchRenderMode::TransparencyDisabled &&
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render_mode != GPU_HW::BatchRenderMode::OnlyOpaque) ||
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m_texture_filter != GPUTextureFilter::Nearest));
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texture_filtering != GPUTextureFilter::Nearest));
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std::stringstream ss;
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WriteHeader(ss);
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@ -665,7 +665,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod
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DefineMacro(ss, "DEBANDING", m_true_color && m_debanding);
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DefineMacro(ss, "INTERLACING", interlacing);
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DefineMacro(ss, "TRUE_COLOR", m_true_color);
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DefineMacro(ss, "TEXTURE_FILTERING", m_texture_filter != GPUTextureFilter::Nearest);
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DefineMacro(ss, "TEXTURE_FILTERING", texture_filtering != GPUTextureFilter::Nearest);
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DefineMacro(ss, "UV_LIMITS", m_uv_limits);
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DefineMacro(ss, "USE_DUAL_SOURCE", use_dual_source);
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DefineMacro(ss, "WRITE_MASK_AS_DEPTH", m_write_mask_as_depth);
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@ -792,8 +792,8 @@ float3 ApplyDebanding(float2 frag_coord)
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if (textured)
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{
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if (m_texture_filter != GPUTextureFilter::Nearest)
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WriteBatchTextureFilter(ss, m_texture_filter);
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if (texture_filtering != GPUTextureFilter::Nearest)
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WriteBatchTextureFilter(ss, texture_filtering);
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if (m_uv_limits)
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{
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