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st/nine: Use linear filtering for shadow mapping
Some docs say linear filtering is always used when app does shadow mapping. Signed-off-by: Axel Davy <axel.davy@ens.fr> Reviewed-by: Patrick Rudolph <siro@das-labor.org>
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1 changed files with 3 additions and 2 deletions
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@ -181,6 +181,7 @@ nine_convert_blend_state(struct pipe_blend_state *blend_state, const DWORD *rs)
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}
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nine_convert_blend_state_fixup(&blend, rs); /* for BOTH[INV]SRCALPHA */
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}
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blend.rt[0].colormask = rs[D3DRS_COLORWRITEENABLE];
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if (rs[D3DRS_COLORWRITEENABLE1] != rs[D3DRS_COLORWRITEENABLE] ||
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@ -222,8 +223,8 @@ nine_convert_sampler_state(struct cso_context *ctx, int idx, const DWORD *ss)
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samp.wrap_s = d3dtextureaddress_to_pipe_tex_wrap(ss[D3DSAMP_ADDRESSU]);
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samp.wrap_t = d3dtextureaddress_to_pipe_tex_wrap(ss[D3DSAMP_ADDRESSV]);
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samp.wrap_r = d3dtextureaddress_to_pipe_tex_wrap(ss[D3DSAMP_ADDRESSW]);
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samp.min_img_filter = ss[D3DSAMP_MINFILTER] == D3DTEXF_POINT ? PIPE_TEX_FILTER_NEAREST : PIPE_TEX_FILTER_LINEAR;
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samp.mag_img_filter = ss[D3DSAMP_MAGFILTER] == D3DTEXF_POINT ? PIPE_TEX_FILTER_NEAREST : PIPE_TEX_FILTER_LINEAR;
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samp.min_img_filter = (ss[D3DSAMP_MINFILTER] == D3DTEXF_POINT && !ss[NINED3DSAMP_SHADOW]) ? PIPE_TEX_FILTER_NEAREST : PIPE_TEX_FILTER_LINEAR;
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samp.mag_img_filter = (ss[D3DSAMP_MAGFILTER] == D3DTEXF_POINT && !ss[NINED3DSAMP_SHADOW]) ? PIPE_TEX_FILTER_NEAREST : PIPE_TEX_FILTER_LINEAR;
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if (ss[D3DSAMP_MINFILTER] == D3DTEXF_ANISOTROPIC ||
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ss[D3DSAMP_MAGFILTER] == D3DTEXF_ANISOTROPIC)
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samp.max_anisotropy = ss[D3DSAMP_MAXANISOTROPY];
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