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:
hrydgard 2010-01-21 20:26:07 +00:00
parent 420d2bc502
commit b88a70aa50
1 changed files with 4 additions and 1 deletions

View File

@ -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()