From d432accf8134ded52fcaea4415f7efab7bee96d2 Mon Sep 17 00:00:00 2001 From: Connor McLaughlin Date: Tue, 13 Jul 2021 14:16:28 +1000 Subject: [PATCH] GPU/D3D11: Use linear sampling for VRAM write replacement blit --- src/core/gpu_hw_d3d11.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/core/gpu_hw_d3d11.cpp b/src/core/gpu_hw_d3d11.cpp index ad97d7407..cd0cb4f49 100644 --- a/src/core/gpu_hw_d3d11.cpp +++ b/src/core/gpu_hw_d3d11.cpp @@ -779,6 +779,7 @@ bool GPU_HW_D3D11::BlitVRAMReplacementTexture(const TextureReplacementTexture* t m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0); m_context->PSSetShaderResources(0, 1, m_vram_replacement_texture.GetD3DSRVArray()); + m_context->PSSetSamplers(0, 1, m_linear_sampler_state.GetAddressOf()); SetViewportAndScissor(dst_x, dst_y, width, height); const float uniforms[] = {0.0f, 0.0f, 1.0f, 1.0f};