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Hm, when did we lose linear filtering of backbuffer scaling, when necessary? Fixes Issue 2093 .
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4918 8ced0084-cf51-0410-be5f-012b33b47a6e
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1 changed files with 4 additions and 1 deletions
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@ -454,7 +454,11 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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sourcerect.right = src_rect.right;
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sourcerect.right = src_rect.right;
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sourcerect.top = src_rect.top;
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sourcerect.top = src_rect.top;
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),&destinationrect,PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader());
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D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),&destinationrect,PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader());
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
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// Finish up the current frame, print some stats
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// Finish up the current frame, print some stats
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if (g_ActiveConfig.bShowFPS)
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if (g_ActiveConfig.bShowFPS)
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@ -578,7 +582,6 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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UpdateViewport();
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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VertexShaderManager::SetViewportChanged();
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}
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}
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bool Renderer::SetScissorRect()
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bool Renderer::SetScissorRect()
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