From c4fc141ced900bfa73b06155e5e566df131e2f67 Mon Sep 17 00:00:00 2001 From: degasus Date: Fri, 29 May 2015 00:53:07 +0200 Subject: 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. --- Source/Core/VideoBackends/OGL/PostProcessing.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp') diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 92ca734398..b6715ff0ff 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -10,6 +10,7 @@ #include "VideoBackends/OGL/GLUtil.h" #include "VideoBackends/OGL/PostProcessing.h" #include "VideoBackends/OGL/ProgramShaderCache.h" +#include "VideoBackends/OGL/SamplerCache.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/VideoCommon.h" @@ -154,8 +155,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture); - 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); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } -- cgit v1.2.3