GPU/HW: Use wrap texture address modes
This commit is contained in:
@ -331,6 +331,8 @@ bool GPU_HW_D3D11::CreateStateObjects()
|
||||
|
||||
CD3D11_SAMPLER_DESC sampler_desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
|
||||
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
hr = m_device->CreateSamplerState(&sampler_desc, m_point_sampler_state.ReleaseAndGetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
@ -553,7 +555,7 @@ void GPU_HW_D3D11::ClearDisplay()
|
||||
{
|
||||
GPU_HW::ClearDisplay();
|
||||
|
||||
static constexpr std::array<float, 4> clear_color = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
static constexpr std::array<float, 4> clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
m_context->ClearRenderTargetView(m_display_texture.GetD3DRTV(), clear_color.data());
|
||||
}
|
||||
|
||||
@ -778,4 +780,7 @@ void GPU_HW_D3D11::UpdateDepthBufferFromMaskBit()
|
||||
RestoreGraphicsAPIState();
|
||||
}
|
||||
|
||||
std::unique_ptr<GPU> GPU::CreateHardwareD3D11Renderer() { return std::make_unique<GPU_HW_D3D11>(); }
|
||||
std::unique_ptr<GPU> GPU::CreateHardwareD3D11Renderer()
|
||||
{
|
||||
return std::make_unique<GPU_HW_D3D11>();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user