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GPU: Use texclamp for postshader/present draw.
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unknownbrackets committed May 14, 2020
1 parent 22e46b5 commit 203da7d
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions GPU/Common/PresentationCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -320,8 +320,8 @@ void PresentationCommon::CreateDeviceObjects() {
// TODO: Use 4 and a strip? shorts?
idata_ = draw_->CreateBuffer(sizeof(int) * 6, BufferUsageFlag::DYNAMIC | BufferUsageFlag::INDEXDATA);

samplerNearest_ = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST });
samplerLinear_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR });
samplerNearest_ = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE });
samplerLinear_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE });

texColor_ = CreatePipeline({ draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D) }, false, &vsTexColBufDesc);
texColorRBSwizzle_ = CreatePipeline({ draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D_RB_SWIZZLE) }, false, &vsTexColBufDesc);
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