GPU/HW: Use wrap texture address modes

This commit is contained in:
Connor McLaughlin
2020-08-04 13:19:42 +10:00
parent 231c0b5ff6
commit 0fc301d654
3 changed files with 15 additions and 4 deletions

View File

@ -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>();
}