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@ -1766,6 +1766,7 @@ bool GPU::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_sm
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break;
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break;
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case DisplayScalingMode::BilinearSmooth:
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case DisplayScalingMode::BilinearSmooth:
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case DisplayScalingMode::BilinearInteger:
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fs = shadergen.GenerateDisplayFragmentShader(true);
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fs = shadergen.GenerateDisplayFragmentShader(true);
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break;
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break;
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@ -2024,7 +2025,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool pos
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break;
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break;
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case DisplayScalingMode::BilinearSmooth:
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case DisplayScalingMode::BilinearSmooth:
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case DisplayScalingMode::BlinearInteger:
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case DisplayScalingMode::BilinearInteger:
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texture_filter_linear = true;
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texture_filter_linear = true;
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break;
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break;
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@ -2343,7 +2344,7 @@ GSVector4i GPU::CalculateDrawRect(s32 window_width, s32 window_height, bool appl
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bool apply_aspect_ratio) const
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bool apply_aspect_ratio) const
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{
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{
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const bool integer_scale = (g_settings.display_scaling == DisplayScalingMode::NearestInteger ||
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const bool integer_scale = (g_settings.display_scaling == DisplayScalingMode::NearestInteger ||
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g_settings.display_scaling == DisplayScalingMode::BlinearInteger);
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g_settings.display_scaling == DisplayScalingMode::BilinearInteger);
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const bool show_vram = g_settings.debugging.show_vram;
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const bool show_vram = g_settings.debugging.show_vram;
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const float display_aspect_ratio = ComputeDisplayAspectRatio();
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const float display_aspect_ratio = ComputeDisplayAspectRatio();
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const float window_ratio = static_cast<float>(window_width) / static_cast<float>(window_height);
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const float window_ratio = static_cast<float>(window_width) / static_cast<float>(window_height);
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