GPU/HW: Interpolate native texture coordinates when upscaling
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@ -13,7 +13,8 @@ public:
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bool supports_dual_source_blend, bool supports_framebuffer_fetch, bool debanding);
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~GPU_HW_ShaderGen();
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std::string GenerateBatchVertexShader(bool textured, bool uv_limits, bool force_round_texcoords, bool pgxp_depth);
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std::string GenerateBatchVertexShader(bool textured, bool palette, bool uv_limits, bool force_round_texcoords,
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bool pgxp_depth);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
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GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
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bool uv_limits, bool force_round_texcoords, bool dithering, bool interlacing,
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