TextureCache: Add automatic anisotropic filtering and refactor code.

master
Fernando Sahmkow 2021-11-16 23:07:17 +07:00
parent 5230378709
commit 282e04bffb
5 changed files with 22 additions and 16 deletions

@ -515,7 +515,7 @@ struct Values {
#endif #endif
FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"}; FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"}; RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"}; RangedSetting<int> max_anisotropy{0, 0, 5, "max_anisotropy"};
Setting<bool> use_speed_limit{true, "use_speed_limit"}; Setting<bool> use_speed_limit{true, "use_speed_limit"};
RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"}; RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"}; Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};

@ -1201,13 +1201,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data()); glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data());
if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) { if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) {
const f32 setting_anisotropic = const f32 max_anisotropy = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
static_cast<f32>(1U << Settings::values.max_anisotropy.GetValue());
const f32 game_anisotropic = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
const bool aument_anisotropic =
game_anisotropic > 1.0f || config.mipmap_filter == TextureMipmapFilter::Linear;
const f32 max_anisotropy =
aument_anisotropic ? std::max(game_anisotropic, setting_anisotropic) : game_anisotropic;
glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropy); glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropy);
} else { } else {
LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required"); LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");

@ -1448,13 +1448,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const Tegra::Texture::TSCEntry& t
LOG_WARNING(Render_Vulkan, "VK_EXT_sampler_filter_minmax is required"); LOG_WARNING(Render_Vulkan, "VK_EXT_sampler_filter_minmax is required");
} }
// Some games have samplers with garbage. Sanitize them here. // Some games have samplers with garbage. Sanitize them here.
const f32 setting_anisotropic = const f32 max_anisotropy = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
static_cast<f32>(1U << Settings::values.max_anisotropy.GetValue());
const f32 game_anisotropic = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
const bool aument_anisotropic =
game_anisotropic > 1.0f || tsc.mipmap_filter == TextureMipmapFilter::Linear;
const f32 max_anisotropy =
aument_anisotropic ? std::max(game_anisotropic, setting_anisotropic) : game_anisotropic;
sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{ sampler = device.GetLogical().CreateSampler(VkSamplerCreateInfo{
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,

@ -6,6 +6,7 @@
#include <array> #include <array>
#include "common/cityhash.h" #include "common/cityhash.h"
#include "common/settings.h"
#include "video_core/textures/texture.h" #include "video_core/textures/texture.h"
using Tegra::Texture::TICEntry; using Tegra::Texture::TICEntry;
@ -61,7 +62,19 @@ std::array<float, 4> TSCEntry::BorderColor() const noexcept {
} }
float TSCEntry::MaxAnisotropy() const noexcept { float TSCEntry::MaxAnisotropy() const noexcept {
return static_cast<float>(1U << max_anisotropy); if (max_anisotropy == 0 && mipmap_filter != TextureMipmapFilter::Linear) {
return 1.0f;
}
const auto anisotropic_settings = Settings::values.max_anisotropy.GetValue();
u32 new_max_anisotropic{};
if (anisotropic_settings == 0) {
const auto anisotropic_based_onscale = Settings::values.resolution_info.up_scale >>
Settings::values.resolution_info.down_shift;
new_max_anisotropic = std::max(anisotropic_based_onscale + 1U, 1U);
} else {
new_max_anisotropic = Settings::values.max_anisotropy.GetValue();
}
return static_cast<float>(1U << std::min(max_anisotropy + anisotropic_settings - 1, 31U));
} }
} // namespace Tegra::Texture } // namespace Tegra::Texture

@ -123,6 +123,11 @@
</item> </item>
<item> <item>
<widget class="QComboBox" name="anisotropic_filtering_combobox"> <widget class="QComboBox" name="anisotropic_filtering_combobox">
<item>
<property name="text">
<string>Automatic</string>
</property>
</item>
<item> <item>
<property name="text"> <property name="text">
<string>Default</string> <string>Default</string>