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| author | Pokechu22 <Pokechu022@gmail.com> | 2021-10-16 12:41:46 -0700 |
|---|---|---|
| committer | Pokechu22 <Pokechu022@gmail.com> | 2021-11-17 20:04:34 -0800 |
| commit | ee80298ca4b4fb810b02334508e11c5405aa77d2 (patch) | |
| tree | 5fc9646b654447b8411895f397e1a5a852589386 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | b9288212a018bfac1bf2239c4dd778ad74bff186 (diff) | |
VideoCommon: Implement diagonal LOD
Note that both GLSL and HLSL provide a fwidth (fragment width) function defined as `fwidth(p) = abs(dFdx(p)) + abs(dFdy(p))`. However, it's easy enough to implement this ourselves (and it makes the code a bit more obvious).
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index dd2d9f41ad..bff76d4246 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -662,9 +662,8 @@ uint WrapCoord(int coord, uint wrap, int size) {{ // IRs), but (at least per the software renderer) actual LOD is S28.4. How does this work? // Also, note that we can make some assumptions due to use of a SamplerState version of the BP // configuration, which tidies things compared to whatever nonsense games can put in. - // TODO: This doesn't support diagonal LOD out.Write(R"( - float2 uv_delta = max(uv_delta_x, uv_delta_y); + float2 uv_delta = diag_lod ? uv_delta_x + uv_delta_y : max(uv_delta_x, uv_delta_y); float max_delta = max(uv_delta.x / 128.0, uv_delta.y / 128.0); // log2(x) is undefined if x <= 0, but in practice it seems log2(0) is -infinity, which becomes INT_MIN. // If lod_bias is negative, adding it to INT_MIN causes an underflow, resulting in a large positive value. |
