GLES3: reset anisotropic filtering when changing texture filtering mode
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851bc640dd
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90f0e97eb9
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@ -255,7 +255,7 @@ struct Texture {
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GLenum pmin = GL_NEAREST; // param min
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GLenum pmin = GL_NEAREST; // param min
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GLenum pmag = GL_NEAREST; // param mag
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GLenum pmag = GL_NEAREST; // param mag
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GLint max_lod = 1000;
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GLint max_lod = 1000;
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bool use_anisotropy = false;
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float anisotropy = 1.0f;
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switch (state_filter) {
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switch (state_filter) {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
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pmin = GL_NEAREST;
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pmin = GL_NEAREST;
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@ -268,7 +268,7 @@ struct Texture {
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max_lod = 0;
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max_lod = 0;
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} break;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
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use_anisotropy = true;
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anisotropy = config->anisotropic_level;
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};
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};
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[[fallthrough]];
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[[fallthrough]];
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
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@ -283,7 +283,7 @@ struct Texture {
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}
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}
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} break;
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
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use_anisotropy = true;
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anisotropy = config->anisotropic_level;
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};
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};
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[[fallthrough]];
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[[fallthrough]];
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
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case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
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@ -304,8 +304,8 @@ struct Texture {
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
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glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
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if (config->support_anisotropic_filter && use_anisotropy) {
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if (config->support_anisotropic_filter) {
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glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config->anisotropic_level);
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glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
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}
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}
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}
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}
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void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
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void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
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