Add nearest-neighbor samplers for remaining backends

This commit is contained in:
Jack Andersen
2018-02-02 17:05:53 -10:00
parent 72c9809655
commit a2c3e14d8e
5 changed files with 27 additions and 6 deletions

View File

@@ -1004,8 +1004,11 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
m_cmdLists[m_fillBuf].resTokens.push_back(binding.get());
ID3D11SamplerState* samp[] = {m_ctx->m_ss[0].Get(), m_ctx->m_ss[1].Get(), m_ctx->m_ss[2].Get()};
m_deferredCtx->PSSetSamplers(0, 3, samp);
ID3D11SamplerState* samp[] = {m_ctx->m_ss[0].Get(),
m_ctx->m_ss[1].Get(),
m_ctx->m_ss[2].Get(),
m_ctx->m_ss[3].Get()};
m_deferredCtx->PSSetSamplers(0, 4, samp);
}
boo::ObjToken<ITextureR> m_boundTarget;
@@ -1615,8 +1618,9 @@ void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self)
self->m_ctx->m_devCtx->RSSetScissorRects(1, &d3drect);
ID3D11SamplerState* samp[] = {self->m_ctx->m_ss[0].Get(),
self->m_ctx->m_ss[1].Get(),
self->m_ctx->m_ss[2].Get()};
self->m_ctx->m_devCtx->PSSetSamplers(0, 3, samp);
self->m_ctx->m_ss[2].Get(),
self->m_ctx->m_ss[3].Get()};
self->m_ctx->m_devCtx->PSSetSamplers(0, 4, samp);
D3D11ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D11ShaderDataBinding>();
gammaBinding->m_texs[0].tex = CmdList.workDoPresent.get();