- fixed binding issues in OpenGL when resetting the samplers due to a texture filter change.

This commit is contained in:
Christoph Oelckers 2020-09-27 11:53:15 +02:00
parent 6dd6df96e1
commit 2be5dc9238

View file

@ -109,7 +109,16 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
void FSamplerManager::SetTextureFilterMode()
{
UnbindAll();
GLint bounds[IHardwareTexture::MAX_TEXTURES];
// Unbind all
for(int i = IHardwareTexture::MAX_TEXTURES-1; i >= 0; i--)
{
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_SAMPLER_BINDING, &bounds[i]);
glBindSampler(i, 0);
}
int filter = sysCallbacks && sysCallbacks->DisableTextureFilter && sysCallbacks->DisableTextureFilter() ? 0 : gl_texture_filter;
for (int i = 0; i < 4; i++)
@ -122,6 +131,10 @@ void FSamplerManager::SetTextureFilterMode()
glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
glSamplerParameteri(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
glSamplerParameteri(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
for(int i = 0; i < IHardwareTexture::MAX_TEXTURES; i++)
{
glBindSampler(i, bounds[i]);
}
}