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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.
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@ -20,6 +20,8 @@ public:
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void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex);
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void Clear();
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void BindNearestSampler(int stage);
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void BindLinearSampler(int stage);
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private:
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struct Params
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@ -73,6 +75,7 @@ private:
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std::pair<Params, Value> m_active_samplers[8];
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int m_last_max_anisotropy;
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u32 m_sampler_id[2];
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};
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extern SamplerCache *g_sampler_cache;
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