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rsx: Implement Texture LOD Bias addend setting
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c0e121abef
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@ -264,7 +264,8 @@ namespace rsx
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f32 fragment_texture::bias() const
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{
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return rsx::decode_fxp<4, 8>((registers[NV4097_SET_TEXTURE_FILTER + (m_index * 8)]) & 0x1fff);
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const f32 bias = rsx::decode_fxp<4, 8>((registers[NV4097_SET_TEXTURE_FILTER + (m_index * 8)]) & 0x1fff);
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return std::clamp<f32>(bias + g_cfg.video.texture_lod_bias, -16.f, 16.f - 1.f / 256);
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}
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rsx::texture_minify_filter fragment_texture::min_filter() const
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@ -418,7 +419,8 @@ namespace rsx
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f32 vertex_texture::bias() const
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{
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return rsx::decode_fxp<4, 8>((registers[NV4097_SET_VERTEX_TEXTURE_FILTER + (m_index * 8)]) & 0x1fff);
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const f32 bias = rsx::decode_fxp<4, 8>((registers[NV4097_SET_VERTEX_TEXTURE_FILTER + (m_index * 8)]) & 0x1fff);
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return std::clamp<f32>(bias + g_cfg.video.texture_lod_bias, -16.f, 16.f - 1.f / 256);
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}
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rsx::texture_minify_filter vertex_texture::min_filter() const
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@ -150,6 +150,7 @@ struct cfg_root : cfg::node
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cfg::_int<1, 8> consecutive_frames_to_skip{ this, "Consecutive Frames To Skip", 1, true};
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cfg::_int<50, 800> resolution_scale_percent{ this, "Resolution Scale", 100 };
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cfg::uint<0, 16> anisotropic_level_override{ this, "Anisotropic Filter Override", 0, true };
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cfg::_int<-16, 16> texture_lod_bias{ this, "Texture LOD Bias Addend", 0, true };
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cfg::_int<1, 1024> min_scalable_dimension{ this, "Minimum Scalable Dimension", 16 };
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cfg::_int<0, 16> shader_compiler_threads_count{ this, "Shader Compiler Threads", 0 };
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cfg::_int<0, 30000000> driver_recovery_timeout{ this, "Driver Recovery Timeout", 1000000, true };
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