From 49c44db6357362ddd9db99f9d9368033c926ccc2 Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Sun, 2 Oct 2016 17:19:16 +0200 Subject: [PATCH] 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 --- plugins/GSdx/GSRendererDX.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/plugins/GSdx/GSRendererDX.cpp b/plugins/GSdx/GSRendererDX.cpp index a672643172..e874c8bee9 100644 --- a/plugins/GSdx/GSRendererDX.cpp +++ b/plugins/GSdx/GSRendererDX.cpp @@ -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());