From 9fa26624b02562fb8626c93c45acf2015fc06f40 Mon Sep 17 00:00:00 2001 From: Scott Mansell Date: Sun, 10 Oct 2021 08:16:15 +1300 Subject: BPMemory: Refactor/consolidate TexUnit Addressing Currently the logic for addressing the individual TexUnits is splattered all across dolphin's codebase, this commit attempts to consolidate it all into a single place and formalise it using our new TexUnitAddress struct. --- Source/Core/VideoCommon/RenderState.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoCommon/RenderState.cpp') diff --git a/Source/Core/VideoCommon/RenderState.cpp b/Source/Core/VideoCommon/RenderState.cpp index 291aa9ce91..358c99974e 100644 --- a/Source/Core/VideoCommon/RenderState.cpp +++ b/Source/Core/VideoCommon/RenderState.cpp @@ -224,9 +224,9 @@ BlendingState& BlendingState::operator=(const BlendingState& rhs) void SamplerState::Generate(const BPMemory& bp, u32 index) { - const FourTexUnits& tex = bpmem.tex[index / 4]; - const TexMode0& tm0 = tex.texMode0[index % 4]; - const TexMode1& tm1 = tex.texMode1[index % 4]; + auto tex = bp.tex.GetUnit(index); + const TexMode0& tm0 = tex.texMode0; + const TexMode1& tm1 = tex.texMode1; // GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their // sampler states. Therefore, we set the min/max LOD to zero if this option is used. -- cgit v1.2.3