HostDisplay: Fudge texture coordinates for better linear filtering
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@ -395,8 +395,8 @@ void D3D11HostDisplay::RenderDisplay()
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0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
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const float uniforms[4] = {
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static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) + 0.25f) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) - 0.5f) / 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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