GPU/HW: Fix incorrect clamp UV state on setting change

This commit is contained in:
Stenzek
2025-11-09 14:15:01 +10:00
parent 4a246a74a2
commit 26323f4419

View File

@@ -474,7 +474,8 @@ bool GPU_HW::UpdateSettings(const GPUSettings& old_settings, Error* error)
const u8 resolution_scale = Truncate8(CalculateResolutionScale());
const u8 multisamples = Truncate8(std::min<u32>(g_gpu_settings.gpu_multisamples, g_gpu_device->GetMaxMultisamples()));
const bool clamp_uvs = ShouldClampUVs(m_texture_filtering) || ShouldClampUVs(m_sprite_texture_filtering);
const bool clamp_uvs =
ShouldClampUVs(g_gpu_settings.gpu_texture_filter) || ShouldClampUVs(g_gpu_settings.gpu_sprite_texture_filter);
const bool framebuffer_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
g_gpu_settings.IsUsingShaderBlending() != old_settings.IsUsingShaderBlending() ||
m_pgxp_depth_buffer != g_gpu_settings.UsingPGXPDepthBuffer() ||