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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-05-22 01:29:41 +0200
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-05-30 18:21:01 +0200
commita89cc0bafc2b56aa7b29d34ed460911478fd9efa (patch)
tree21f74f0ee2b7e82df2a7dceae270da9c789b21c2 /src/video_core
parentgl_rasterizer: Move alpha testing to the OpenGL pipeline (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/maxwell_to_gl.h7
-rw-r--r--src/video_core/renderer_vulkan/maxwell_to_vk.cpp2
-rw-r--r--src/video_core/textures/texture.h2
3 files changed, 4 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/maxwell_to_gl.h b/src/video_core/renderer_opengl/maxwell_to_gl.h
index e3cabded3..ea77dd211 100644
--- a/src/video_core/renderer_opengl/maxwell_to_gl.h
+++ b/src/video_core/renderer_opengl/maxwell_to_gl.h
@@ -175,11 +175,8 @@ inline GLenum WrapMode(Tegra::Texture::WrapMode wrap_mode) {
return GL_CLAMP_TO_EDGE;
case Tegra::Texture::WrapMode::Border:
return GL_CLAMP_TO_BORDER;
- case Tegra::Texture::WrapMode::ClampOGL:
- // TODO(Subv): GL_CLAMP was removed as of OpenGL 3.1, to implement GL_CLAMP, we can use
- // GL_CLAMP_TO_BORDER to get the border color of the texture, and then sample the edge to
- // manually mix them. However the shader part of this is not yet implemented.
- return GL_CLAMP_TO_BORDER;
+ case Tegra::Texture::WrapMode::Clamp:
+ return GL_CLAMP;
case Tegra::Texture::WrapMode::MirrorOnceClampToEdge:
return GL_MIRROR_CLAMP_TO_EDGE;
case Tegra::Texture::WrapMode::MirrorOnceBorder:
diff --git a/src/video_core/renderer_vulkan/maxwell_to_vk.cpp b/src/video_core/renderer_vulkan/maxwell_to_vk.cpp
index 9fe1e3280..0bbbf6851 100644
--- a/src/video_core/renderer_vulkan/maxwell_to_vk.cpp
+++ b/src/video_core/renderer_vulkan/maxwell_to_vk.cpp
@@ -52,7 +52,7 @@ vk::SamplerAddressMode WrapMode(Tegra::Texture::WrapMode wrap_mode) {
return vk::SamplerAddressMode::eClampToEdge;
case Tegra::Texture::WrapMode::Border:
return vk::SamplerAddressMode::eClampToBorder;
- case Tegra::Texture::WrapMode::ClampOGL:
+ case Tegra::Texture::WrapMode::Clamp:
// TODO(Rodrigo): GL_CLAMP was removed as of OpenGL 3.1, to implement GL_CLAMP, we can use
// eClampToBorder to get the border color of the texture, and then sample the edge to
// manually mix them. However the shader part of this is not yet implemented.
diff --git a/src/video_core/textures/texture.h b/src/video_core/textures/texture.h
index bea0d5bc2..219bfd559 100644
--- a/src/video_core/textures/texture.h
+++ b/src/video_core/textures/texture.h
@@ -251,7 +251,7 @@ enum class WrapMode : u32 {
Mirror = 1,
ClampToEdge = 2,
Border = 3,
- ClampOGL = 4,
+ Clamp = 4,
MirrorOnceClampToEdge = 5,
MirrorOnceBorder = 6,
MirrorOnceClampOGL = 7,