GPU/HW: Add separate 3D/2D (sprite) texture filtering
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@@ -9,15 +9,14 @@ class GPU_HW_ShaderGen : public ShaderGen
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{
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public:
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GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
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bool true_color, bool scaled_dithering, bool uv_limits, bool write_mask_as_depth,
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bool disable_color_perspective, bool supports_dual_source_blend, bool supports_framebuffer_fetch,
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bool debanding);
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bool true_color, bool scaled_dithering, 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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~GPU_HW_ShaderGen();
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std::string GenerateBatchVertexShader(bool textured, bool pgxp_depth);
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std::string GenerateBatchVertexShader(bool textured, bool uv_limits, bool force_round_texcoords, bool pgxp_depth);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
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GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
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bool force_round_texcoords, bool dithering, bool interlacing,
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bool uv_limits, bool force_round_texcoords, bool dithering, bool interlacing,
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bool check_mask);
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std::string GenerateWireframeGeometryShader();
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std::string GenerateWireframeFragmentShader();
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@@ -48,7 +47,6 @@ private:
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bool m_per_sample_shading;
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bool m_true_color;
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bool m_scaled_dithering;
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bool m_uv_limits;
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bool m_write_mask_as_depth;
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bool m_disable_color_perspective;
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bool m_debanding;
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