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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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@ -298,7 +298,7 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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CHECK(entry.texture!=NULL, "Create texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a texture of the TextureCache");
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pTexture->Release();
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SAFE_RELEASE(pTexture);
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if (TexLevels != 1) D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage);
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}
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@ -547,7 +547,9 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
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TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
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D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
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// TODO: Use linear filtering if (bScaleByHalf), else use point filtering
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// Use linear filtering if (bScaleByHalf), use point filtering otherwise
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if (bScaleByHalf) D3D::SetLinearCopySampler();
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else D3D::SetPointCopySampler();
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D3D::stateman->PushBlendState(efbcopyblendstate);
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D3D::stateman->PushRasterizerState(efbcopyraststate);
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