Use linear sampling in ScaleByHalf mode.
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parent
92189823f3
commit
cb05730127
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@ -162,6 +162,12 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
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D3D::stateman->SetPixelConstants(m_encodeParams);
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D3D::stateman->SetPixelConstants(m_encodeParams);
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (scaleByHalf)
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D3D::SetLinearCopySampler();
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else
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(pEFB,
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D3D::drawShadedTexQuad(pEFB,
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targetRect.AsRECT(),
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targetRect.AsRECT(),
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Renderer::GetTargetWidth(),
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Renderer::GetTargetWidth(),
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@ -191,7 +191,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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else if (!TextureCache::Find(addr, hash))
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else if (!TextureCache::Find(addr, hash))
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TextureCache::MakeRangeDynamic(addr, (u32)encoded_size);
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TextureCache::MakeRangeDynamic(addr, (u32)encoded_size);
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this->hash = hash;
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this->hash = 0;
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}
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}
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}
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}
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