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Enable texture_filter_anisotropic for GLES.
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@ -1182,12 +1182,10 @@ void OGLRender::_initExtensions()
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#endif
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#endif
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LOG(LOG_VERBOSE, "ImageTexture support: %s\n", m_bImageTexture ? "yes" : "no");
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LOG(LOG_VERBOSE, "ImageTexture support: %s\n", m_bImageTexture ? "yes" : "no");
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#ifndef GLESX
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if (config.texture.maxAnisotropy != 0 && strstr((const char *)glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic") != NULL) {
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if (config.texture.maxAnisotropy != 0) {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &config.texture.maxAnisotropyF);
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &config.texture.maxAnisotropyF);
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config.texture.maxAnisotropyF = min(config.texture.maxAnisotropyF, (f32)config.texture.maxAnisotropy);
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config.texture.maxAnisotropyF = min(config.texture.maxAnisotropyF, (f32)config.texture.maxAnisotropy);
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} else
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} else
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#endif
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config.texture.maxAnisotropyF = 0.0f;
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config.texture.maxAnisotropyF = 0.0f;
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LOG(LOG_VERBOSE, "Max Anisotropy: %f\n", config.texture.maxAnisotropyF);
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LOG(LOG_VERBOSE, "Max Anisotropy: %f\n", config.texture.maxAnisotropyF);
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}
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}
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@ -51,6 +51,10 @@ typedef char GLchar;
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#include <SDL.h>
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#include <SDL.h>
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#endif // USE_SDL
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#endif // USE_SDL
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#endif // OS_WINDOWS
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#endif // OS_WINDOWS
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#ifndef GL_EXT_texture_filter_anisotropic
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#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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#endif
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#include "glState.h"
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#include "glState.h"
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#include "gSP.h"
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#include "gSP.h"
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@ -1158,10 +1158,8 @@ void TextureCache::activateTexture(u32 _t, CachedTexture *_pTexture)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _pTexture->clampS ? GL_CLAMP_TO_EDGE : _pTexture->mirrorS ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _pTexture->clampS ? GL_CLAMP_TO_EDGE : _pTexture->mirrorS ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _pTexture->clampT ? GL_CLAMP_TO_EDGE : _pTexture->mirrorT ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _pTexture->clampT ? GL_CLAMP_TO_EDGE : _pTexture->mirrorT ? GL_MIRRORED_REPEAT : GL_REPEAT);
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#ifndef GLESX
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if (video().getRender().getRenderState() == OGLRender::rsTriangle && config.texture.maxAnisotropyF > 0.0f)
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if (video().getRender().getRenderState() == OGLRender::rsTriangle && config.texture.maxAnisotropyF > 0.0f)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, config.texture.maxAnisotropyF);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, config.texture.maxAnisotropyF);
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#endif
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_pTexture->lastDList = RSP.DList;
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_pTexture->lastDList = RSP.DList;
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