diff options
author | CrystalP <CrystalP@xbmc.org> | 2011-02-03 21:18:36 -0500 |
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committer | CrystalP <CrystalP@xbmc.org> | 2011-02-06 20:45:16 -0500 |
commit | cfaf5dfcfb970a4d405e9d5a94248601dfdcd7f0 (patch) | |
tree | 3844e8522857079adb3ecd5a988c5db32e87bca1 /system | |
parent | b52c1c2172126ee5f96be391a3e5222d93a7cfaf (diff) |
[WIN32] always use bilinear sampling. Simpler and same performance as nearest neighbour
Diffstat (limited to 'system')
-rw-r--r-- | system/shaders/yuv2rgb_d3d.fx | 19 |
1 files changed, 0 insertions, 19 deletions
diff --git a/system/shaders/yuv2rgb_d3d.fx b/system/shaders/yuv2rgb_d3d.fx index 1f39734781..984c032025 100644 --- a/system/shaders/yuv2rgb_d3d.fx +++ b/system/shaders/yuv2rgb_d3d.fx @@ -24,10 +24,6 @@ texture g_UTexture; texture g_VTexture; float4x4 g_ColorMatrix; -#ifdef SINGLEPASS - -// Color conversion + bilinear resize in one pass - sampler YSampler = sampler_state { Texture = <g_YTexture>; @@ -37,21 +33,6 @@ sampler YSampler = MagFilter = LINEAR; }; -#else - -// Color conversion only - -sampler YSampler = - sampler_state { - Texture = <g_YTexture>; - AddressU = CLAMP; - AddressV = CLAMP; - MinFilter = POINT; - MagFilter = POINT; - }; - -#endif - sampler USampler = sampler_state { Texture = <g_UTexture>; |