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GPU: Force nearest only for the upscaling filter.
So, if we upscale and then apply an effect, we won't use nearest on that effect.
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@ -599,7 +599,7 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u
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draw_->BindPipeline(postShaderPipeline);
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draw_->UpdateDynamicUniformBuffer(&uniforms, sizeof(uniforms));
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Draw::SamplerState *sampler = useNearest ? samplerNearest_ : samplerLinear_;
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Draw::SamplerState *sampler = useNearest || shaderInfo->isUpscalingFilter ? samplerNearest_ : samplerLinear_;
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draw_->BindSamplerStates(0, 1, &sampler);
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draw_->BindVertexBuffers(0, 1, &vdata_, &postVertsOffset);
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@ -610,9 +610,10 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u
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usePostShaderOutput = true;
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lastWidth = nextWidth;
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lastHeight = nextHeight;
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if (shaderInfo->isUpscalingFilter)
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useNearest = true;
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}
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if (isFinalAtOutputResolution && postShaderInfo_.back().isUpscalingFilter)
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useNearest = true;
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} else {
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draw_->UpdateBuffer(vdata_, (const uint8_t *)verts, 0, postVertsOffset, Draw::UPDATE_DISCARD);
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}
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