mirror of
https://github.com/citra-emu/citra-canary.git
synced 2024-12-25 19:45:33 +00:00
gl_shader_gen: use accurate LOD formula for texture 2D
This commit is contained in:
parent
ca78d34933
commit
fa141c799b
|
@ -317,8 +317,9 @@ static std::string SampleTexture(const PicaFSConfig& config, unsigned texture_un
|
|||
// Only unit 0 respects the texturing type
|
||||
switch (state.texture0_type) {
|
||||
case TexturingRegs::TextureConfig::Texture2D:
|
||||
return "texture(tex0, texcoord0)";
|
||||
return "textureLod(tex0, texcoord0, getLod(texcoord0 * textureSize(tex0, 0)))";
|
||||
case TexturingRegs::TextureConfig::Projection2D:
|
||||
// TODO (wwylele): find the exact LOD formula for projection texture
|
||||
return "textureProj(tex0, vec3(texcoord0, texcoord0_w))";
|
||||
case TexturingRegs::TextureConfig::TextureCube:
|
||||
return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
|
||||
|
@ -335,12 +336,12 @@ static std::string SampleTexture(const PicaFSConfig& config, unsigned texture_un
|
|||
return "texture(tex0, texcoord0)";
|
||||
}
|
||||
case 1:
|
||||
return "texture(tex1, texcoord1)";
|
||||
return "textureLod(tex1, texcoord1, getLod(texcoord1 * textureSize(tex1, 0)))";
|
||||
case 2:
|
||||
if (state.texture2_use_coord1)
|
||||
return "texture(tex2, texcoord1)";
|
||||
return "textureLod(tex2, texcoord1, getLod(texcoord1 * textureSize(tex2, 0)))";
|
||||
else
|
||||
return "texture(tex2, texcoord2)";
|
||||
return "textureLod(tex2, texcoord2, getLod(texcoord2 * textureSize(tex2, 0)))";
|
||||
case 3:
|
||||
if (state.proctex.enable) {
|
||||
return "ProcTex()";
|
||||
|
@ -1333,6 +1334,15 @@ vec4 byteround(vec4 x) {
|
|||
return round(x * 255.0) * (1.0 / 255.0);
|
||||
}
|
||||
|
||||
// PICA's LOD formula for 2D textures.
|
||||
// This LOD formula is the same as the LOD lower limit defined in OpenGL.
|
||||
// f(x, y) >= max{m_u, m_v, m_w}
|
||||
// (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
|
||||
float getLod(vec2 coord) {
|
||||
vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
|
||||
return log2(max(d.x, d.y));
|
||||
}
|
||||
|
||||
#if ALLOW_SHADOW
|
||||
|
||||
uvec2 DecodeShadow(uint pixel) {
|
||||
|
|
Loading…
Reference in a new issue