PixelShaderGen: For custom textures and scaled EFB copies, use correct texel to pixel mapping when sampling textures
(D3D9 only)
This is basically the same as revision e58692653a, just for scaled textures and with a LOT more work...
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@@ -234,7 +234,7 @@ void VertexManager::vFlush()
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, tentry->virtual_width, tentry->virtual_height, 0, 0, API_D3D11);
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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@@ -243,7 +243,7 @@ void VertexManager::vFlush()
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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PixelShaderManager::SetConstants(API_D3D11);
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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