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@ -740,9 +740,9 @@ void RasterizerOpenGL::SamplerInfo::Create() {
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glSamplerParameteri(sampler.handle, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
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}
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void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
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void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::FullTextureInfo& info) {
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const GLuint s = sampler.handle;
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const Tegra::Texture::TSCEntry& config = info.tsc;
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if (mag_filter != config.mag_filter) {
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mag_filter = config.mag_filter;
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glSamplerParameteri(
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@ -793,6 +793,17 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
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}
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}
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if (info.tic.use_header_opt_control == 0) {
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glSamplerParameterf(s, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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static_cast<float>(1 << info.tic.max_anisotropy.Value()));
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glSamplerParameterf(s, GL_TEXTURE_MIN_LOD,
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static_cast<float>(info.tic.res_min_mip_level.Value()));
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glSamplerParameterf(s, GL_TEXTURE_MAX_LOD,
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static_cast<float>(info.tic.res_max_mip_level.Value() == 0
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? 16
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: info.tic.res_max_mip_level.Value()));
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glSamplerParameterf(s, GL_TEXTURE_LOD_BIAS, info.tic.mip_lod_bias.Value() / 256.f);
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}
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}
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u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shader,
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@ -890,7 +901,7 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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continue;
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}
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texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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texture_samplers[current_bindpoint].SyncWithConfig(texture);
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Surface surface = res_cache.GetTextureSurface(texture, entry);
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if (surface != nullptr) {
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state.texture_units[current_bindpoint].texture = surface->Texture().handle;
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@ -996,13 +1007,13 @@ void RasterizerOpenGL::SyncStencilTestState() {
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state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
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state.stencil.front.write_mask = regs.stencil_front_mask;
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state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
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state.stencil.back.test_ref = regs.stencil_back_func_ref;
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state.stencil.back.test_mask = regs.stencil_back_func_mask;
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state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
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state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
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state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
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state.stencil.back.write_mask = regs.stencil_back_mask;
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state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
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state.stencil.back.test_ref = regs.stencil_back_func_ref;
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state.stencil.back.test_mask = regs.stencil_back_func_mask;
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state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
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state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
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state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
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state.stencil.back.write_mask = regs.stencil_back_mask;
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}
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void RasterizerOpenGL::SyncColorMask() {
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