textures: Fix anisotropy hack

Previous code could generate an anisotropy value way higher than x16.
This commit is contained in:
ReinUsesLisp 2020-03-08 15:59:38 -03:00
parent 84e9f9f395
commit 1aa75b1081

View file

@ -337,20 +337,22 @@ struct TSCEntry {
}; };
float GetMaxAnisotropy() const { float GetMaxAnisotropy() const {
const u32 min_value = [] {
switch (static_cast<Anisotropy>(Settings::values.max_anisotropy)) { 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: default:
return static_cast<float>(1U << max_anisotropy); 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 { float GetMinLod() const {