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authorZach Hilman <DarkLordZach@users.noreply.github.com>2019-06-07 23:23:25 +0200
committerGitHub <noreply@github.com>2019-06-07 23:23:25 +0200
commitde33ad25f52960449a97caa2b25e37e6a35f0710 (patch)
tree5f70bb84aafac68b6c34c95fec033528bff26d4e /src/video_core/renderer_vulkan
parentMerge pull request #2558 from ReinUsesLisp/shader-nodes (diff)
parentgl_buffer_cache: Remove unused ReserveMemory method (diff)
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Diffstat (limited to 'src/video_core/renderer_vulkan')
-rw-r--r--src/video_core/renderer_vulkan/maxwell_to_vk.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/renderer_vulkan/maxwell_to_vk.cpp b/src/video_core/renderer_vulkan/maxwell_to_vk.cpp
index 9fe1e3280..0bbbf6851 100644
--- a/src/video_core/renderer_vulkan/maxwell_to_vk.cpp
+++ b/src/video_core/renderer_vulkan/maxwell_to_vk.cpp
@@ -52,7 +52,7 @@ vk::SamplerAddressMode WrapMode(Tegra::Texture::WrapMode wrap_mode) {
return vk::SamplerAddressMode::eClampToEdge;
case Tegra::Texture::WrapMode::Border:
return vk::SamplerAddressMode::eClampToBorder;
- case Tegra::Texture::WrapMode::ClampOGL:
+ case Tegra::Texture::WrapMode::Clamp:
// TODO(Rodrigo): GL_CLAMP was removed as of OpenGL 3.1, to implement GL_CLAMP, we can use
// eClampToBorder to get the border color of the texture, and then sample the edge to
// manually mix them. However the shader part of this is not yet implemented.