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@ -1021,7 +1021,7 @@ bool GPU_HW::CompilePipelines(Error* error)
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(upscaled && m_texture_filtering == GPUTextureFilter::Nearest && g_settings.gpu_force_round_texcoords);
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const bool true_color = g_settings.gpu_true_color;
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const bool scaled_dithering = (!m_true_color && upscaled && g_settings.gpu_scaled_dithering);
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const bool disable_color_perspective = ShouldDisableColorPerspective();
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const bool disable_color_perspective = (features.noperspective_interpolation && ShouldDisableColorPerspective());
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// Determine when to use shader blending.
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// FBFetch is free, we need it for filtering without DSB, or when accurate blending is forced.
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