GPU/OpenGL: Use linear sampling for VRAM write replacement blit

This commit is contained in:
Connor McLaughlin 2021-07-13 14:16:38 +10:00
parent d432accf81
commit 18df8d48e7

View file

@ -769,7 +769,7 @@ bool GPU_HW_OpenGL::BlitVRAMReplacementTexture(const TextureReplacementTexture*
if (!m_vram_write_replacement_texture.IsValid()) if (!m_vram_write_replacement_texture.IsValid())
{ {
if (!m_vram_write_replacement_texture.Create(tex->GetWidth(), tex->GetHeight(), 1, GL_RGBA, GL_RGBA, if (!m_vram_write_replacement_texture.Create(tex->GetWidth(), tex->GetHeight(), 1, GL_RGBA, GL_RGBA,
GL_UNSIGNED_BYTE, tex->GetPixels()) || GL_UNSIGNED_BYTE, tex->GetPixels(), true) ||
!m_vram_write_replacement_texture.CreateFramebuffer()) !m_vram_write_replacement_texture.CreateFramebuffer())
{ {
m_vram_write_replacement_texture.Destroy(); m_vram_write_replacement_texture.Destroy();