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