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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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@ -234,7 +234,7 @@ void VertexManager::vFlush()
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, tentry->virtual_width, tentry->virtual_height, 0, 0, API_D3D11);
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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@ -243,7 +243,7 @@ void VertexManager::vFlush()
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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PixelShaderManager::SetConstants(API_D3D11);
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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