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GPU: Use texclamp for postshader/present draw.
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@ -320,8 +320,8 @@ void PresentationCommon::CreateDeviceObjects() {
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// TODO: Use 4 and a strip? shorts?
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idata_ = draw_->CreateBuffer(sizeof(int) * 6, BufferUsageFlag::DYNAMIC | BufferUsageFlag::INDEXDATA);
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samplerNearest_ = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST });
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samplerLinear_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR });
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samplerNearest_ = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE });
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samplerLinear_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE });
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texColor_ = CreatePipeline({ draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D) }, false, &vsTexColBufDesc);
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texColorRBSwizzle_ = CreatePipeline({ draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D), draw_->GetFshaderPreset(FS_TEXTURE_COLOR_2D_RB_SWIZZLE) }, false, &vsTexColBufDesc);
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