mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
OGL: Always use sampler objects.
We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere.
This commit is contained in:
@ -10,6 +10,7 @@
|
||||
#include "VideoBackends/OGL/GLUtil.h"
|
||||
#include "VideoBackends/OGL/PostProcessing.h"
|
||||
#include "VideoBackends/OGL/ProgramShaderCache.h"
|
||||
#include "VideoBackends/OGL/SamplerCache.h"
|
||||
|
||||
#include "VideoCommon/DriverDetails.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
@ -154,8 +155,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
|
||||
|
||||
glActiveTexture(GL_TEXTURE9);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
g_sampler_cache->BindLinearSampler(9);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user