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:
degasus
2015-05-29 00:53:07 +02:00
parent 61c53babf4
commit c4fc141ced
6 changed files with 40 additions and 22 deletions

View File

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