GS: Use point sampling for shadeboost

DX12/Vulkan already did, but DX11/GL used linear.
This commit is contained in:
Connor McLaughlin authored and refractionpcsx2 committed 2022-12-12 09:31:11 +00:00
1 parent 6ccb55d6f7
commit d93b49cc4f
2 files changed
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@@ -871,7 +871,7 @@ void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float para
m_ctx->UpdateSubresource(m_shadeboost.cb.get(), 0, nullptr, params, 0, 0);
StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps.get(), m_shadeboost.cb.get(), true);
StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps.get(), m_shadeboost.cb.get(), false);
}
bool GSDevice11::CreateCASShaders()
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@@ -1446,7 +1446,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float par
const GSVector4 sRect(0, 0, 1, 1);
const GSVector4 dRect(0, 0, s.x, s.y);
StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, true);
StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, false);
}
void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)