ppsspp/GPU/Common/TextureCacheCommon.cpp
2015-10-24 23:49:05 +02:00

91 lines
2.9 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Core/Config.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/GPUState.h"
// Ugly.
extern int g_iNumVideos;
TextureCacheCommon::~TextureCacheCommon() {}
bool TextureCacheCommon::SetOffsetTexture(u32 offset) {
return false;
}
int TextureCacheCommon::AttachedDrawingHeight() {
if (nextTexture_) {
if (nextTexture_->framebuffer) {
return nextTexture_->framebuffer->height;
}
u16 dim = nextTexture_->dim;
const u8 dimY = dim >> 8;
return 1 << dimY;
}
return 0;
}
void TextureCacheCommon::GetSamplingParams(int &minFilt, int &magFilt, bool &sClamp, bool &tClamp, float &lodBias, u8 maxLevel) {
minFilt = gstate.texfilter & 0x7;
magFilt = (gstate.texfilter>>8) & 1;
sClamp = gstate.isTexCoordClampedS();
tClamp = gstate.isTexCoordClampedT();
bool noMip = (gstate.texlevel & 0xFFFFFF) == 0x000001 || (gstate.texlevel & 0xFFFFFF) == 0x100001 ; // Fix texlevel at 0
if (maxLevel == 0) {
// Enforce no mip filtering, for safety.
minFilt &= 1; // no mipmaps yet
lodBias = 0.0f;
} else {
// Texture lod bias should be signed.
lodBias = (float)(int)(s8)((gstate.texlevel >> 16) & 0xFF) / 16.0f;
}
if (g_Config.iTexFiltering == TEX_FILTER_LINEAR_VIDEO && g_iNumVideos > 0 && (gstate.getTextureDimension(0) & 0xF) >= 9) {
magFilt |= 1;
minFilt |= 1;
}
if (g_Config.iTexFiltering == TEX_FILTER_LINEAR && (!gstate.isColorTestEnabled() || IsColorTestTriviallyTrue())) {
if (!gstate.isAlphaTestEnabled() || IsAlphaTestTriviallyTrue()) {
magFilt |= 1;
minFilt |= 1;
}
}
bool forceNearest = g_Config.iTexFiltering == TEX_FILTER_NEAREST;
// Force Nearest when color test enabled and rendering resolution greater than 480x272
if ((gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue()) && g_Config.iInternalResolution != 1 && gstate.isModeThrough()) {
// Some games use 0 as the color test color, which won't be too bad if it bleeds.
// Fuchsia and green, etc. are the problem colors.
if (gstate.getColorTestRef() != 0) {
forceNearest = true;
}
}
if (forceNearest) {
magFilt &= ~1;
minFilt &= ~1;
}
if (!g_Config.bMipMap || noMip) {
minFilt &= 1;
}
}