(XDK1) Applies soft filtering and flicker filtering correctly now

This commit is contained in:
twinaphex 2014-03-06 02:37:10 +01:00
parent f081680b99
commit 6894cb81a8

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@ -736,16 +736,15 @@ static void render_pass(void *data, const void *frame, unsigned width, unsigned
DWORD fetchConstant;
UINT64 pendingMask3;
#endif
#ifdef _XBOX1
d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
#endif
blit_to_texture(d3d, frame, width, height, pitch);
set_vertices(d3d, 1, width, height);
RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);
RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
#ifdef _XBOX1
d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE));
#endif
RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
RD3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);