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author | riperiperi <rhy3756547@hotmail.com> | 2021-12-08 21:09:36 +0000 |
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committer | GitHub <noreply@github.com> | 2021-12-08 18:09:36 -0300 |
commit | bc4e70b6fafc333c91caf5a94e49ece339dccd80 (patch) | |
tree | 5f00eb22d749a3675fb53c01a9b65a4da5568dfc /Ryujinx.Memory/MemoryManagementUnix.cs | |
parent | 650cc41c02e4b7305750e23f855cdc7ce533a1b2 (diff) |
Move texture anisotropy check to SetInfo (#2843)
Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean.
This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.
Diffstat (limited to 'Ryujinx.Memory/MemoryManagementUnix.cs')
0 files changed, 0 insertions, 0 deletions