D3D11: Enable anisotropic filtering

This commit is contained in:
Henrik Rydgard committed 2017-02-15 11:46:47 +01:00
1 parent 5c918da774
commit 55beec3e89
3 files changed
+6 -5

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+1 -2
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@@ -506,10 +506,9 @@ void GPU_D3D11::CheckGPUFeatures() {
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_PREFER_CPU_DOWNLOAD;
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
///features |= GPU_SUPPORTS_ANISOTROPY;
features |= GPU_SUPPORTS_ANISOTROPY;
features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
// features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
if (!g_Config.bHighQualityDepth) {
+5 -2
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@@ -94,7 +94,11 @@ ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device,
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
D3D11_FILTER_MIN_MAG_MIP_LINEAR,
};
samp.Filter = filters[filterKey];
// Only switch to aniso if linear min and mag are set.
if (samp.MaxAnisotropy > 1.0f && key.magFilt != 0 && key.minFilt != 0)
samp.Filter = D3D11_FILTER_ANISOTROPIC;
else
samp.Filter = filters[filterKey];
samp.MaxLOD = key.maxLevel;
samp.MinLOD = 0.0f;
samp.MipLODBias = 0.0f;
@@ -115,7 +119,6 @@ TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw)
HRESULT result = 0;
maxAnisotropyLevel = 16;
SetupTextureDecoder();
nextTexture_ = nullptr;
-1
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@@ -115,7 +115,6 @@ private:
u32 clutHash_;
ID3D11ShaderResourceView *lastBoundTexture;
float maxAnisotropyLevel;
int decimationCounter_;
int texelsScaledThisFrame_;