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GPU/D3D11: Use linear sampling for VRAM write replacement blit
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@ -779,6 +779,7 @@ bool GPU_HW_D3D11::BlitVRAMReplacementTexture(const TextureReplacementTexture* t
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m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
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m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
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m_context->PSSetShaderResources(0, 1, m_vram_replacement_texture.GetD3DSRVArray());
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m_context->PSSetShaderResources(0, 1, m_vram_replacement_texture.GetD3DSRVArray());
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m_context->PSSetSamplers(0, 1, m_linear_sampler_state.GetAddressOf());
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SetViewportAndScissor(dst_x, dst_y, width, height);
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SetViewportAndScissor(dst_x, dst_y, width, height);
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const float uniforms[] = {0.0f, 0.0f, 1.0f, 1.0f};
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const float uniforms[] = {0.0f, 0.0f, 1.0f, 1.0f};
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