GPU/HW: Use texture samplers rather than fetching for batches

Enables wrap-around.
This commit is contained in:
Connor McLaughlin
2020-08-04 13:20:15 +10:00
parent 0fc301d654
commit 0b0bc32afb
2 changed files with 4 additions and 11 deletions

View File

@ -111,6 +111,7 @@ void GPU_HW_D3D11::RestoreGraphicsAPIState()
m_context->IASetInputLayout(m_batch_input_layout.Get());
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->PSSetShaderResources(0, 1, m_vram_read_texture.GetD3DSRVArray());
m_context->PSSetSamplers(0, 1, m_point_sampler_state.GetAddressOf());
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), m_vram_depth_view.Get());
m_context->RSSetState(m_cull_none_rasterizer_state.Get());
SetViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());