GPU: Use texclamp for postshader/present draw.

This commit is contained in:
Unknown W. Brackets 2020-05-13 08:42:43 -07:00
parent 22e46b51c2
commit 203da7d6e1

View File

@ -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);