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

@@ -9,15 +9,15 @@ class GPU_HW_ShaderGen : public ShaderGen
{
public:
GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool write_mask_as_depth, bool disable_color_perspective, bool supports_dual_source_blend,
bool supports_framebuffer_fetch, bool debanding);
bool true_color, bool scaled_dithering, bool uv_limits, bool write_mask_as_depth,
bool disable_color_perspective, bool supports_dual_source_blend, bool supports_framebuffer_fetch,
bool debanding);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured, bool pgxp_depth);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
GPUTextureMode texture_mode, bool dithering, bool interlacing,
bool check_mask);
GPUTextureMode texture_mode, GPUTextureFilter texture_filtering,
bool dithering, bool interlacing, bool check_mask);
std::string GenerateWireframeGeometryShader();
std::string GenerateWireframeFragmentShader();
std::string GenerateVRAMReadFragmentShader();
@@ -47,7 +47,6 @@ private:
bool m_per_sample_shading;
bool m_true_color;
bool m_scaled_dithering;
GPUTextureFilter m_texture_filter;
bool m_uv_limits;
bool m_write_mask_as_depth;
bool m_disable_color_perspective;