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Move sampler state setting outside the drawQuad utility functions.
Use linear filtering for various buffer copies, improves visual quality a lot. Some other tiny changes as well. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5891 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -645,7 +645,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
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// D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); // TODO!
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(),
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&RectToLock,
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Renderer::GetFullTargetWidth(),
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@ -654,7 +654,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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// D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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RestoreAPIState();
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RectToLock = CD3D11_RECT(0, 0, 4, 4);
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@ -881,8 +880,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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// TODO: Enable linear filtering here
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// activate linear filtering for the buffer copies
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D3D::SetLinearCopySampler();
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if(g_ActiveConfig.bUseXFB)
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{
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const XFBSource* xfbSource;
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