GPU/HW: Interpolate native texture coordinates when upscaling

This commit is contained in:
Stenzek
2024-06-15 23:54:56 +10:00
parent 2a7de25505
commit ef152c47a6
4 changed files with 105 additions and 86 deletions

View File

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