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/SamplerCache.cpp | 23 ++++++++++++++++++++++- 1 file changed, 22 insertions(+), 1 deletion(-) (limited to 'Source/Core/VideoBackends/OGL/SamplerCache.cpp') diff --git a/Source/Core/VideoBackends/OGL/SamplerCache.cpp b/Source/Core/VideoBackends/OGL/SamplerCache.cpp index 16c4ea8d48..3fad7f04b0 100644 --- a/Source/Core/VideoBackends/OGL/SamplerCache.cpp +++ b/Source/Core/VideoBackends/OGL/SamplerCache.cpp @@ -13,11 +13,32 @@ SamplerCache *g_sampler_cache; SamplerCache::SamplerCache() : m_last_max_anisotropy() -{} +{ + glGenSamplers(2, m_sampler_id); + glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +} SamplerCache::~SamplerCache() { Clear(); + glDeleteSamplers(2, m_sampler_id); +} + +void SamplerCache::BindNearestSampler(int stage) +{ + glBindSampler(stage, m_sampler_id[0]); +} + +void SamplerCache::BindLinearSampler(int stage) +{ + glBindSampler(stage, m_sampler_id[1]); } void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex) -- cgit v1.2.3