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authorStenzek <stenzek@gmail.com>2018-05-03 14:09:32 +1000
committerStenzek <stenzek@gmail.com>2018-05-03 14:09:32 +1000
commit4faac3a6270c288dad57a59ee0f821512846ebfb (patch)
treee2ba0b26d90ce97abaf13d7e83192be4c25e4f67 /Source/Core/VideoBackends/D3D/TextureCache.cpp
parentef98a2173516c6e3b67362877b7890ae19c978a6 (diff)
TextureConversionShader: Don't sample from adjacent rows when not needed
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index 9c5f139502..e34858d5a4 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -240,7 +240,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
}
auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
- scale_by_half);
+ scale_by_half,
+ NeedsCopyFilterInShader(filter_coefficients));
ID3D11PixelShader* pixel_shader = GetEFBToTexPixelShader(uid);
if (!pixel_shader)
return;