GPU/D3D11: Use linear sampling for VRAM write replacement blit

This commit is contained in:
Connor McLaughlin 2021-07-13 14:16:28 +10:00
parent fc164ce021
commit d432accf81

View file

@ -779,6 +779,7 @@ bool GPU_HW_D3D11::BlitVRAMReplacementTexture(const TextureReplacementTexture* t
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0); m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_vram_replacement_texture.GetD3DSRVArray()); 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); SetViewportAndScissor(dst_x, dst_y, width, height);
const float uniforms[] = {0.0f, 0.0f, 1.0f, 1.0f}; const float uniforms[] = {0.0f, 0.0f, 1.0f, 1.0f};