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PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)
This is basically the same as revision e58692653a
, just for scaled textures and with a LOT more work...
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@ -24,7 +24,7 @@
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// Increment this every time you change shader generation code.
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enum
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{
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LINEAR_DISKCACHE_VER = 6970
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LINEAR_DISKCACHE_VER = 6971
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};
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// On disk format:
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