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Revert "gsdx-ogl: add a new hack to force anisotropic filtering"
This reverts commit 53690cf9d0
.
Quoting user:
For aliasing, the option allow of reduce a little but always very
visible compared with DX11 even with anisotropic OFF, , furthermore
many textures bug added with option activated (predictable but not see
on DX11 with anisotropic ON).
TL;DR doesn't worth it.
Note: it seem to work on DX because DX uses HW texturing in clamp region
mode (and others invalid case). OpenGL uses SW texturing to ensure accuracy
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2941adf364
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@ -339,7 +339,6 @@ void populate_hack_table(GtkWidget* hack_table)
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GtkWidget* hack_safe_fbmask = CreateCheckBox("Safe Accurate Blending", "UserHacks_safe_fbmask");
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GtkWidget* hack_fast_inv = CreateCheckBox("Fast Texture Invalidation", "UserHacks_DisablePartialInvalidation");
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GtkWidget* hack_depth_check = CreateCheckBox("Disable Depth Emulation", "UserHacks_DisableDepthSupport");
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GtkWidget* hack_force_aniso = CreateCheckBox("Force Anisotropic Filtering", "UserHacks_ForceAniso");
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GtkWidget* hack_sprite_box = CreateComboBoxFromVector(theApp.m_gs_hack, "UserHacks_SpriteHack");
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GtkWidget* hack_sprite_label = left_label("Alpha-Sprite Hack:");
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@ -361,7 +360,6 @@ void populate_hack_table(GtkWidget* hack_table)
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AddTooltip(hack_safe_fbmask, IDC_SAFE_FBMASK);
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AddTooltip(hack_fast_inv, IDC_FAST_TC_INV);
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AddTooltip(hack_depth_check, IDC_TC_DEPTH);
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AddTooltip(hack_force_aniso, IDC_FORCE_ANISO);
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s_table_line = 0;
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@ -369,7 +367,7 @@ void populate_hack_table(GtkWidget* hack_table)
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InsertWidgetInTable(hack_table , hack_wild_check , align_sprite_check);
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InsertWidgetInTable(hack_table , hack_offset_check , preload_gs_check);
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InsertWidgetInTable(hack_table , hack_safe_fbmask , hack_fast_inv);
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InsertWidgetInTable(hack_table , hack_depth_check , hack_force_aniso);
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InsertWidgetInTable(hack_table , hack_depth_check);
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InsertWidgetInTable(hack_table , hack_sprite_label , hack_sprite_box );
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InsertWidgetInTable(hack_table , stretch_hack_label , stretch_hack_box );
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InsertWidgetInTable(hack_table , hack_skipdraw_label , hack_skipdraw_spin);
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@ -27,10 +27,9 @@
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GSRendererOGL::GSRendererOGL()
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: GSRendererHW(new GSTextureCacheOGL(this))
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{
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m_accurate_date = theApp.GetConfig("accurate_date", 0);
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m_sw_blending = theApp.GetConfig("accurate_blending_unit", 1);
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m_accurate_date = theApp.GetConfig("accurate_date", 0);
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m_force_aniso = theApp.GetConfig("UserHacks", 0) && theApp.GetConfig("UserHacks_ForceAniso", 0);
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m_sw_blending = theApp.GetConfig("accurate_blending_unit", 1);
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// Hope nothing requires too many draw calls.
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m_drawlist.reserve(2048);
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@ -988,7 +987,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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ps_ssel.tau = (m_context->CLAMP.WMS != CLAMP_CLAMP);
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ps_ssel.tav = (m_context->CLAMP.WMT != CLAMP_CLAMP);
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ps_ssel.ltf = bilinear && simple_sample;
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ps_ssel.aniso = simple_sample || (m_force_aniso && !tex->m_palette);
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ps_ssel.aniso = simple_sample;
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// Setup Texture ressources
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dev->SetupSampler(ps_ssel);
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@ -46,10 +46,9 @@ class GSRendererOGL final : public GSRendererHW
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private:
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bool m_accurate_date;
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int m_sw_blending;
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bool m_force_aniso;
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bool m_unsafe_fbmask;
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int m_sw_blending;
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PRIM_OVERLAP m_prim_overlap;
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bool m_unsafe_fbmask;
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vector<size_t> m_drawlist;
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unsigned int UserHacks_TCOffset;
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@ -137,9 +137,6 @@ const char* dialog_message(int ID, bool* updateText) {
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case IDC_FAST_TC_INV:
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return "By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise."
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"\n\nThis hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load.\n\nIt helps snowblind engine game.";
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case IDC_FORCE_ANISO:
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return "Force Anisotropic filtering even when it will be mathematically incorrect.\n"
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"It helps to remove aliasing but it can create glitches around texture boundaries";
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#endif
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default:
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if (updateText)
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@ -74,6 +74,5 @@ enum {
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IDC_MIPMAP,
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IDC_PRELOAD_GS,
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IDC_FAST_TC_INV,
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IDC_FORCE_ANISO,
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};
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#endif
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