PixelShaderGen: Use correct texel to pixel mapping when sampling textures
(D3D9 only) Fixes issue 2068. Fixes issue 5158.
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@ -24,7 +24,7 @@
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// Increment this every time you change shader generation code.
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enum
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{
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LINEAR_DISKCACHE_VER = 6969
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LINEAR_DISKCACHE_VER = 6970
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};
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// On disk format:
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@ -1100,6 +1100,12 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
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{
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if (ApiType == API_D3D11)
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WRITE(p, "%s=Tex%d.Sample(samp%d, %s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
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else if (ApiType & API_D3D9)
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{
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// D3D9 uses different pixel to texel mapping, so we need to offset our base address by half a pixel.
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// Read the MSDN article "Directly Mapping Texels to Pixels (Direct3D 9)" for further info.
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WRITE(p, "%s=tex2D(samp%d, (%s.xy + float2(0.5f,0.5f)) * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
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}
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else
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WRITE(p, "%s=tex2D(samp%d, %s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
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}
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