GPU/HW: Add separate 3D/2D (sprite) texture filtering

This commit is contained in:
Stenzek
2024-06-17 15:49:55 +10:00
parent be4abb016f
commit 34f20798a1
12 changed files with 227 additions and 78 deletions

View File

@@ -9,15 +9,14 @@ 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, 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 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 GenerateBatchVertexShader(bool textured, bool uv_limits, bool force_round_texcoords, bool pgxp_depth);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
bool force_round_texcoords, bool dithering, bool interlacing,
bool uv_limits, bool force_round_texcoords, bool dithering, bool interlacing,
bool check_mask);
std::string GenerateWireframeGeometryShader();
std::string GenerateWireframeFragmentShader();
@@ -48,7 +47,6 @@ private:
bool m_per_sample_shading;
bool m_true_color;
bool m_scaled_dithering;
bool m_uv_limits;
bool m_write_mask_as_depth;
bool m_disable_color_perspective;
bool m_debanding;