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textures: Fix anisotropy hack

Previous code could generate an anisotropy value way higher than x16.
nce_cpp
ReinUsesLisp 6 years ago
parent
commit
b8e43cb17c
  1. 30
      src/video_core/textures/texture.h

30
src/video_core/textures/texture.h

@ -337,20 +337,22 @@ struct TSCEntry {
};
float GetMaxAnisotropy() const {
switch (static_cast<Anisotropy>(Settings::values.max_anisotropy)) {
case Anisotropy::Default:
return static_cast<float>(1U << max_anisotropy);
case Anisotropy::Filter2x:
return static_cast<float>(2U << max_anisotropy);
case Anisotropy::Filter4x:
return static_cast<float>(4U << max_anisotropy);
case Anisotropy::Filter8x:
return static_cast<float>(8U << max_anisotropy);
case Anisotropy::Filter16x:
return static_cast<float>(16U << max_anisotropy);
default:
return static_cast<float>(1U << max_anisotropy);
}
const u32 min_value = [] {
switch (static_cast<Anisotropy>(Settings::values.max_anisotropy)) {
default:
case Anisotropy::Default:
return 1U;
case Anisotropy::Filter2x:
return 2U;
case Anisotropy::Filter4x:
return 4U;
case Anisotropy::Filter8x:
return 8U;
case Anisotropy::Filter16x:
return 16U;
}
}();
return static_cast<float>(std::max(1U << max_anisotropy, min_value));
}
float GetMinLod() const {

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