Matteo Bruni : wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.

Alexandre Julliard julliard at wine.codeweavers.com
Tue Feb 10 10:46:04 CST 2015


Module: wine
Branch: master
Commit: b875a4a44ad17e902398a751b15eeb7379a4cab6
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=b875a4a44ad17e902398a751b15eeb7379a4cab6

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Mon Feb  9 21:19:50 2015 +0100

wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.

GL_CLAMP was removed from core profile and probably GL_CLAMP_TO_EDGE was
intended to be used here anyway.

---

 dlls/wined3d/surface.c | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 1753cd0..8aaa82b 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -315,8 +315,8 @@ void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3
     gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
             wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
     checkGLcall("glTexParameteri");
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
-    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
+    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
         gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
     gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
@@ -3306,8 +3306,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
     }
 
     /* draw the source texture stretched and upside down. The correct surface is bound already */
-    gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
-    gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
+    gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
     context_set_draw_buffer(context, drawBuffer);
     gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);




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