code: Add texture sampling option (#7118)

* This replaces the nearest neighbour filter that shouldn't have existed in the first place
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GPUCode 2023-11-23 02:04:47 +02:00 committed by GitHub
parent c17ec1d1aa
commit 85bd1be852
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 110 additions and 59 deletions

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@ -361,10 +361,25 @@ typename T::Sampler& RasterizerCache<T>::GetSampler(SamplerId sampler_id) {
template <class T>
typename T::Sampler& RasterizerCache<T>::GetSampler(
const Pica::TexturingRegs::TextureConfig& config) {
using TextureFilter = Pica::TexturingRegs::TextureConfig::TextureFilter;
const auto get_filter = [](TextureFilter filter) {
switch (Settings::values.texture_sampling.GetValue()) {
case Settings::TextureSampling::GameControlled:
return filter;
case Settings::TextureSampling::NearestNeighbor:
return TextureFilter::Nearest;
case Settings::TextureSampling::Linear:
return TextureFilter::Linear;
default:
return filter;
}
};
const SamplerParams params = {
.mag_filter = config.mag_filter,
.min_filter = config.min_filter,
.mip_filter = config.mip_filter,
.mag_filter = get_filter(config.mag_filter),
.min_filter = get_filter(config.min_filter),
.mip_filter = get_filter(config.mip_filter),
.wrap_s = config.wrap_s,
.wrap_t = config.wrap_t,
.border_color = config.border_color.raw,