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Reformat all the things!
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@ -244,8 +244,9 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
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// complex down filtering to average all pixels and produce the correct result.
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bool linear_filter =
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(scale_by_half && !params.depth) || g_renderer->GetEFBScale() != 1 || params.y_scale > 1.0f;
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draw.SetPSSampler(0, src_texture, linear_filter ? g_object_cache->GetLinearSampler() :
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g_object_cache->GetPointSampler());
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draw.SetPSSampler(0, src_texture,
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linear_filter ? g_object_cache->GetLinearSampler() :
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g_object_cache->GetPointSampler());
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u32 render_width = bytes_per_row / sizeof(u32);
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u32 render_height = num_blocks_y;
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