video_core: Fixed compilation errors because of name shadowing
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42c944b250
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3e8cd91d54
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@ -1270,10 +1270,10 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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const f32 max_anisotropy = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
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const f32 max_anisotropy = std::clamp(config.MaxAnisotropy(), 1.0f, 16.0f);
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const auto create_sampler = [&](const f32 max_anisotropy) {
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const auto create_sampler = [&](const f32 anisotropy) {
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OGLSampler sampler;
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OGLSampler new_sampler;
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sampler.Create();
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new_sampler.Create();
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const GLuint handle = sampler.handle;
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const GLuint handle = new_sampler.handle;
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glSamplerParameteri(handle, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(config.wrap_u));
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glSamplerParameteri(handle, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(config.wrap_u));
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glSamplerParameteri(handle, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(config.wrap_v));
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glSamplerParameteri(handle, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(config.wrap_v));
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glSamplerParameteri(handle, GL_TEXTURE_WRAP_R, MaxwellToGL::WrapMode(config.wrap_p));
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glSamplerParameteri(handle, GL_TEXTURE_WRAP_R, MaxwellToGL::WrapMode(config.wrap_p));
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@ -1287,7 +1287,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data());
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glSamplerParameterfv(handle, GL_TEXTURE_BORDER_COLOR, config.BorderColor().data());
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if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) {
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if (GLAD_GL_ARB_texture_filter_anisotropic || GLAD_GL_EXT_texture_filter_anisotropic) {
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glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, max_anisotropy);
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glSamplerParameterf(handle, GL_TEXTURE_MAX_ANISOTROPY, anisotropy);
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} else {
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} else {
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LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");
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LOG_WARNING(Render_OpenGL, "GL_ARB_texture_filter_anisotropic is required");
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}
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}
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@ -1302,7 +1302,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const TSCEntry& config) {
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// We default to false because it's more common
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// We default to false because it's more common
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LOG_WARNING(Render_OpenGL, "GL_ARB_seamless_cubemap_per_texture is required");
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LOG_WARNING(Render_OpenGL, "GL_ARB_seamless_cubemap_per_texture is required");
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}
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}
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return sampler;
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return new_sampler;
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};
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};
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sampler = create_sampler(max_anisotropy);
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sampler = create_sampler(max_anisotropy);
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@ -1802,7 +1802,7 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const Tegra::Texture::TSCEntry& t
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// Some games have samplers with garbage. Sanitize them here.
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// Some games have samplers with garbage. Sanitize them here.
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const f32 max_anisotropy = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
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const f32 max_anisotropy = std::clamp(tsc.MaxAnisotropy(), 1.0f, 16.0f);
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const auto create_sampler = [&](const f32 max_anisotropy) {
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const auto create_sampler = [&](const f32 anisotropy) {
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return device.GetLogical().CreateSampler(VkSamplerCreateInfo{
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return device.GetLogical().CreateSampler(VkSamplerCreateInfo{
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.pNext = pnext,
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.pNext = pnext,
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@ -1814,8 +1814,8 @@ Sampler::Sampler(TextureCacheRuntime& runtime, const Tegra::Texture::TSCEntry& t
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.addressModeV = MaxwellToVK::Sampler::WrapMode(device, tsc.wrap_v, tsc.mag_filter),
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.addressModeV = MaxwellToVK::Sampler::WrapMode(device, tsc.wrap_v, tsc.mag_filter),
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.addressModeW = MaxwellToVK::Sampler::WrapMode(device, tsc.wrap_p, tsc.mag_filter),
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.addressModeW = MaxwellToVK::Sampler::WrapMode(device, tsc.wrap_p, tsc.mag_filter),
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.mipLodBias = tsc.LodBias(),
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.mipLodBias = tsc.LodBias(),
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.anisotropyEnable = static_cast<VkBool32>(max_anisotropy > 1.0f ? VK_TRUE : VK_FALSE),
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.anisotropyEnable = static_cast<VkBool32>(anisotropy > 1.0f ? VK_TRUE : VK_FALSE),
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.maxAnisotropy = max_anisotropy,
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.maxAnisotropy = anisotropy,
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.compareEnable = tsc.depth_compare_enabled,
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.compareEnable = tsc.depth_compare_enabled,
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.compareOp = MaxwellToVK::Sampler::DepthCompareFunction(tsc.depth_compare_func),
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.compareOp = MaxwellToVK::Sampler::DepthCompareFunction(tsc.depth_compare_func),
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.minLod = tsc.mipmap_filter == TextureMipmapFilter::None ? 0.0f : tsc.MinLod(),
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.minLod = tsc.mipmap_filter == TextureMipmapFilter::None ? 0.0f : tsc.MinLod(),
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