(D3D) Go through wrapper for MinFilter/MagFilter

This commit is contained in:
twinaphex 2014-09-12 17:22:46 +02:00
parent 35893e96ea
commit b0b1a4c692

View File

@ -373,9 +373,9 @@ bool renderchain_create_first_pass(void *data, const LinkInfo *info,
return false;
d3dr->SetTexture(0, chain->prev.tex[i]);
D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
d3d_set_sampler_minfilter(d3dr, 0,
translate_filter(info->pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
d3d_set_sampler_magfilter(d3dr, 0,
translate_filter(info->pass->filter));
d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER);
@ -551,9 +551,9 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
d3dr->SetTexture(0, pass.tex);
D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
d3d_set_sampler_minfilter(d3dr, 0,
translate_filter(pass.info.pass->filter));
D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
d3d_set_sampler_magfilter(d3dr, 0,
translate_filter(pass.info.pass->filter));
#ifdef _XBOX1
@ -575,8 +575,8 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
// So we don't render with linear filter into render targets,
// which apparently looked odd (too blurry).
D3DDevice_SetSamplerState_MinFilter(d3dr, 0, D3DTEXF_POINT);
D3DDevice_SetSamplerState_MagFilter(d3dr, 0, D3DTEXF_POINT);
d3d_set_sampler_minfilter(d3dr, 0, D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr, 0, D3DTEXF_POINT);
renderchain_unbind_all(chain);
}
@ -633,9 +633,9 @@ void renderchain_unbind_all(void *data)
*/
for (unsigned i = 0; i < chain->bound_tex.size(); i++)
{
D3DDevice_SetSamplerState_MinFilter(d3dr,
d3d_set_sampler_minfilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
D3DDevice_SetSamplerState_MagFilter(d3dr,
d3d_set_sampler_magfilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3dr->SetTexture(chain->bound_tex[i], NULL);
}