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https://github.com/libsdl-org/SDL.git
synced 2026-03-10 02:55:36 +00:00
Fix GetSampler() bug for INDEX8 pixel format (#15099)
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@@ -2395,6 +2395,11 @@ static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
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static ID3D11SamplerState *D3D11_GetSamplerState(D3D11_RenderData *data, SDL_PixelFormat format, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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{
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader if needed
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scale_mode = SDL_SCALEMODE_NEAREST;
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}
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Uint32 key = RENDER_SAMPLER_HASHKEY(scale_mode, address_u, address_v);
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SDL_assert(key < SDL_arraysize(data->samplers));
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if (!data->samplers[key]) {
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@@ -2412,12 +2417,7 @@ static ID3D11SamplerState *D3D11_GetSamplerState(D3D11_RenderData *data, SDL_Pix
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break;
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case SDL_SCALEMODE_PIXELART: // Uses linear sampling
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case SDL_SCALEMODE_LINEAR:
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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} else {
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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}
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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break;
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default:
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SDL_SetError("Unknown scale mode: %d", scale_mode);
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@@ -2838,6 +2838,11 @@ static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
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static D3D12_CPU_DESCRIPTOR_HANDLE *D3D12_GetSamplerState(D3D12_RenderData *data, SDL_PixelFormat format, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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{
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader if needed
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scale_mode = SDL_SCALEMODE_NEAREST;
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}
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Uint32 key = RENDER_SAMPLER_HASHKEY(scale_mode, address_u, address_v);
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SDL_assert(key < SDL_arraysize(data->samplers));
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if (!data->samplers_created[key]) {
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@@ -2863,12 +2868,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE *D3D12_GetSamplerState(D3D12_RenderData *data
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break;
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case SDL_SCALEMODE_PIXELART: // Uses linear sampling
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case SDL_SCALEMODE_LINEAR:
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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} else {
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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}
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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break;
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default:
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SDL_SetError("Unknown scale mode: %d", scale_mode);
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@@ -790,6 +790,11 @@ static void SetViewportAndScissor(GPU_RenderData *data)
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static SDL_GPUSampler *GetSampler(GPU_RenderData *data, SDL_PixelFormat format, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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{
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader if needed
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scale_mode = SDL_SCALEMODE_NEAREST;
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}
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Uint32 key = RENDER_SAMPLER_HASHKEY(scale_mode, address_u, address_v);
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SDL_assert(key < SDL_arraysize(data->samplers));
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if (!data->samplers[key]) {
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@@ -803,16 +808,9 @@ static SDL_GPUSampler *GetSampler(GPU_RenderData *data, SDL_PixelFormat format,
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break;
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case SDL_SCALEMODE_PIXELART: // Uses linear sampling
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case SDL_SCALEMODE_LINEAR:
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader
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sci.min_filter = SDL_GPU_FILTER_NEAREST;
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sci.mag_filter = SDL_GPU_FILTER_NEAREST;
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sci.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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} else {
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sci.min_filter = SDL_GPU_FILTER_LINEAR;
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sci.mag_filter = SDL_GPU_FILTER_LINEAR;
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sci.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
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}
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sci.min_filter = SDL_GPU_FILTER_LINEAR;
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sci.mag_filter = SDL_GPU_FILTER_LINEAR;
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sci.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
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break;
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default:
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SDL_SetError("Unknown scale mode: %d", scale_mode);
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@@ -1584,6 +1584,11 @@ static bool SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, c
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static id<MTLSamplerState> GetSampler(SDL3METAL_RenderData *data, SDL_PixelFormat format, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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{
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader if needed
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scale_mode = SDL_SCALEMODE_NEAREST;
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}
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NSNumber *key = [NSNumber numberWithInteger:RENDER_SAMPLER_HASHKEY(scale_mode, address_u, address_v)];
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id<MTLSamplerState> mtlsampler = data.mtlsamplers[key];
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if (mtlsampler == nil) {
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@@ -1596,14 +1601,8 @@ static id<MTLSamplerState> GetSampler(SDL3METAL_RenderData *data, SDL_PixelForma
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break;
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case SDL_SCALEMODE_PIXELART: // Uses linear sampling
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case SDL_SCALEMODE_LINEAR:
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader
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samplerdesc.minFilter = MTLSamplerMinMagFilterNearest;
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samplerdesc.magFilter = MTLSamplerMinMagFilterNearest;
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} else {
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samplerdesc.minFilter = MTLSamplerMinMagFilterLinear;
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samplerdesc.magFilter = MTLSamplerMinMagFilterLinear;
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}
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samplerdesc.minFilter = MTLSamplerMinMagFilterLinear;
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samplerdesc.magFilter = MTLSamplerMinMagFilterLinear;
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break;
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default:
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SDL_SetError("Unknown scale mode: %d", scale_mode);
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@@ -3870,6 +3870,11 @@ static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand
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static VkSampler VULKAN_GetSampler(VULKAN_RenderData *data, SDL_PixelFormat format, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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{
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader if needed
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scale_mode = SDL_SCALEMODE_NEAREST;
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}
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Uint32 key = RENDER_SAMPLER_HASHKEY(scale_mode, address_u, address_v);
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SDL_assert(key < SDL_arraysize(data->samplers));
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if (!data->samplers[key]) {
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@@ -3889,14 +3894,8 @@ static VkSampler VULKAN_GetSampler(VULKAN_RenderData *data, SDL_PixelFormat form
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break;
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case SDL_SCALEMODE_PIXELART: // Uses linear sampling
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case SDL_SCALEMODE_LINEAR:
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader
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samplerCreateInfo.magFilter = VK_FILTER_NEAREST;
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samplerCreateInfo.minFilter = VK_FILTER_NEAREST;
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} else {
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samplerCreateInfo.magFilter = VK_FILTER_LINEAR;
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samplerCreateInfo.minFilter = VK_FILTER_LINEAR;
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}
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samplerCreateInfo.magFilter = VK_FILTER_LINEAR;
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samplerCreateInfo.minFilter = VK_FILTER_LINEAR;
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break;
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default:
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SDL_SetError("Unknown scale mode: %d", scale_mode);
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