Hm, when did we lose linear filtering of backbuffer scaling, when necessary? Fixes Issue 2093 .
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4918 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
420d2bc502
commit
b88a70aa50
|
@ -454,7 +454,11 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
|
|||
sourcerect.right = src_rect.right;
|
||||
sourcerect.top = src_rect.top;
|
||||
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),&destinationrect,PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader());
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
||||
|
||||
// Finish up the current frame, print some stats
|
||||
if (g_ActiveConfig.bShowFPS)
|
||||
|
@ -578,7 +582,6 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
|
|||
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
|
||||
UpdateViewport();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
}
|
||||
|
||||
bool Renderer::SetScissorRect()
|
||||
|
|
Loading…
Reference in New Issue