Display: Fix bleeding from adjacent VRAM columns with linear filtering
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@ -2,12 +2,12 @@
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#include "common/assert.h"
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#include "common/d3d11/shader_compiler.h"
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#include "common/log.h"
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#include "imgui_impl_sdl.h"
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#include <SDL_syswm.h>
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#include <array>
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#include <dxgi1_5.h>
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#include <imgui.h>
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#include <imgui_impl_dx11.h>
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#include "imgui_impl_sdl.h"
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Log_SetChannel(D3D11HostDisplay);
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class D3D11HostDisplayTexture : public HostDisplayTexture
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@ -411,8 +411,9 @@ void D3D11HostDisplay::RenderDisplay()
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const float uniforms[4] = {static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_height) / static_cast<float>(m_display_texture_height)};
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(static_cast<float>(m_display_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_height) - 0.5f) /
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static_cast<float>(m_display_texture_height)};
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const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
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std::memcpy(map.pointer, uniforms, sizeof(uniforms));
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m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));
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