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
This commit is contained in:
Gregory Hainaut 2016-10-02 17:19:16 +02:00
parent 7f4791fa85
commit 49c44db635
1 changed files with 1 additions and 1 deletions

View File

@ -479,7 +479,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
int gpu_tex_fmt = (tex->m_target) ? cpsm.fmt : 0;
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && gpu_tex_fmt == 0 && m_context->CLAMP.WMS < 3 && m_context->CLAMP.WMT < 3;
bool simple_sample = !tex->m_palette && gpu_tex_fmt == 0 && m_context->CLAMP.WMS < 2 && m_context->CLAMP.WMT < 2;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());