GPU: Fix edge bleeding with Bilinear Integer scaling
This commit is contained in:
parent
a3acb0c5db
commit
7b99fcbbf3
|
@ -1766,6 +1766,7 @@ bool GPU::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_sm
|
|||
break;
|
||||
|
||||
case DisplayScalingMode::BilinearSmooth:
|
||||
case DisplayScalingMode::BilinearInteger:
|
||||
fs = shadergen.GenerateDisplayFragmentShader(true);
|
||||
break;
|
||||
|
||||
|
@ -2024,7 +2025,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool pos
|
|||
break;
|
||||
|
||||
case DisplayScalingMode::BilinearSmooth:
|
||||
case DisplayScalingMode::BlinearInteger:
|
||||
case DisplayScalingMode::BilinearInteger:
|
||||
texture_filter_linear = true;
|
||||
break;
|
||||
|
||||
|
@ -2343,7 +2344,7 @@ GSVector4i GPU::CalculateDrawRect(s32 window_width, s32 window_height, bool appl
|
|||
bool apply_aspect_ratio) const
|
||||
{
|
||||
const bool integer_scale = (g_settings.display_scaling == DisplayScalingMode::NearestInteger ||
|
||||
g_settings.display_scaling == DisplayScalingMode::BlinearInteger);
|
||||
g_settings.display_scaling == DisplayScalingMode::BilinearInteger);
|
||||
const bool show_vram = g_settings.debugging.show_vram;
|
||||
const float display_aspect_ratio = ComputeDisplayAspectRatio();
|
||||
const float window_ratio = static_cast<float>(window_width) / static_cast<float>(window_height);
|
||||
|
|
|
@ -167,7 +167,7 @@ enum class DisplayScalingMode : u8
|
|||
NearestInteger,
|
||||
BilinearSmooth,
|
||||
BilinearSharp,
|
||||
BlinearInteger,
|
||||
BilinearInteger,
|
||||
Count
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue