wined3d: Invalidate the texture's U/V address modes in draw_textured_quad().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-04-12 16:28:11 +04:30 committed by Alexandre Julliard
parent e2a0a939ba
commit 7155c451a5
1 changed files with 2 additions and 0 deletions

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@ -223,6 +223,8 @@ void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resour
texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT; texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT; texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE; texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
texture->texture_rgb.sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
texture->texture_rgb.sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
texture->texture_rgb.sampler_desc.srgb_decode = FALSE; texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
texture->texture_rgb.base_level = level; texture->texture_rgb.base_level = level;
} }