mirror of https://github.com/PCSX2/pcsx2.git
gsdx:dx: make filtering right
WMS/WMT 2 is the region clamping mode. Hw unit can't emulate it right so it can give you bad filtering (Fix #1025) Note: I only did the fix because I wanted to remove the TEXA hack. Otherwise it is still recommended to use openGL
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@ -479,7 +479,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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int gpu_tex_fmt = (tex->m_target) ? cpsm.fmt : 0;
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bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
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bool simple_sample = !tex->m_palette && gpu_tex_fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3;
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bool simple_sample = !tex->m_palette && gpu_tex_fmt == 0 && m_context->CLAMP.WMS < 2 && m_context->CLAMP.WMT < 2;
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// Don't force extra filtering on sprite (it creates various upscaling issue)
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bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
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