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Merge pull request #17144 from hrydgard/replacement-force-mipmaps
Force mipmapping on when drawing using replacement textures that contain mipmaps
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commit
37c1e17dc3
@ -252,7 +252,15 @@ SamplerCacheKey TextureCacheCommon::GetSamplingParams(int maxLevel, const TexCac
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// Filtering overrides from replacements or settings.
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TextureFiltering forceFiltering = TEX_FILTER_AUTO;
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bool useReplacerFiltering = entry && replacer_.Enabled() && entry->replacedTexture && entry->replacedTexture->ForceFiltering(&forceFiltering);
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bool useReplacerFiltering = false;
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if (entry && replacer_.Enabled() && entry->replacedTexture && entry->replacedTexture->State() == ReplacementState::ACTIVE) {
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// If replacement textures have multiple mip levels, enforce mip filtering.
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if (entry->replacedTexture->NumLevels() > 1) {
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key.mipFilt = 1;
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key.maxLevel = 9 * 256;
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}
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useReplacerFiltering = entry->replacedTexture->ForceFiltering(&forceFiltering);
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}
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if (!useReplacerFiltering) {
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switch (g_Config.iTexFiltering) {
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case TEX_FILTER_AUTO:
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@ -909,14 +909,15 @@ bool TextureReplacer::GenerateIni(const std::string &gameID, Path &generatedFile
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fwrite("\xEF\xBB\xBF", 1, 3, f);
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// Let's also write some defaults.
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fprintf(f, R"(# This file is optional and describes your textures.
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fprintf(f, R"(# This describes your textures and set up options for texture replacement.
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# Documentation about the options and syntax is available here:
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# https://www.ppsspp.org/docs/reference/texture-replacement
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[options]
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version = 1
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hash = quick
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ignoreMipmap = false # Set to true to avoid dumping mipmaps. Instead use basisu to generate them, see docs.
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reduceHash = false # Usually a good idea to use.
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ignoreMipmap = true # Set to true to avoid dumping mipmaps. Instead use basisu to generate them, see docs.
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reduceHash = false
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allowVideo = false
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[games]
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@ -933,9 +934,11 @@ allowVideo = false
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# Example: 08b31020,512,512 = 480,272
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[filtering]
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# You can enforce specific filtering modes with this. See the docs.
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# You can enforce specific filtering modes with this. Available modes are linear/nearest/auto. See the docs.
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# Example: 08d3961000000909ba70b2af = linear
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[reducehashranges]
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# Lets you set regions of memory where reduced hashing applies. See the docs.
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)", gameID.c_str(), INI_FILENAME.c_str());
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fclose(f);
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}
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