Fix bug in GLES texture filter setup

This commit is contained in:
Henrik Rydgård 2020-09-17 20:47:22 +02:00
parent d71ec8d82c
commit 277f0e4ec6

View file

@ -124,10 +124,10 @@ void TextureCacheGLES::ApplySamplingParams(const SamplerCacheKey &key) {
}
float aniso = 0.0f;
int magKey = ((int)key.mipEnable << 2) | ((int)key.mipFilt << 1) | ((int)key.magFilt);
int minKey = ((int)key.mipEnable << 2) | ((int)key.mipFilt << 1) | ((int)key.minFilt);
render_->SetTextureSampler(0,
key.sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, key.tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT,
MagFiltGL[magKey], key.minFilt ? GL_LINEAR : GL_NEAREST, aniso);
key.magFilt ? GL_LINEAR : GL_NEAREST, MinFiltGL[minKey], aniso);
}
static void ConvertColors(void *dstBuf, const void *srcBuf, Draw::DataFormat dstFmt, int numPixels) {