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authordegasus <wickmarkus@web.de>2015-05-29 00:53:07 +0200
committerdegasus <wickmarkus@web.de>2015-05-29 14:03:03 +0200
commitc4fc141ced900bfa73b06155e5e566df131e2f67 (patch)
tree2ba8ade1ad89a0eb6ee6087387e37dac51de1cf7 /Source/Core/VideoBackends/OGL/TextureConverter.cpp
parent61c53babf4c5ea8e7a0f35f8f0979ae931c8de97 (diff)
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.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
index 62c74e7b95..c696ccf687 100644
--- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
@@ -14,6 +14,7 @@
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
+#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoBackends/OGL/TextureConverter.h"
@@ -229,15 +230,9 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
if (linearFilter)
- {
- 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);
else
- {
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
+ g_sampler_cache->BindNearestSampler(9);
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
@@ -377,6 +372,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, s_srcTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
+ g_sampler_cache->BindNearestSampler(9);
glViewport(0, 0, srcWidth, srcHeight);
s_yuyvToRgbProgram.Bind();