GPU: Fix edge bleeding with Bilinear Integer scaling

This commit is contained in:
Stenzek 2024-07-28 14:08:03 +10:00
parent a3acb0c5db
commit 7b99fcbbf3
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2 changed files with 4 additions and 3 deletions

View File

@ -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);

View File

@ -167,7 +167,7 @@ enum class DisplayScalingMode : u8
NearestInteger,
BilinearSmooth,
BilinearSharp,
BlinearInteger,
BilinearInteger,
Count
};