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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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@ -161,7 +161,7 @@ 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_OPENGL);
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if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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{
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@ -179,7 +179,7 @@ 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_OPENGL);
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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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