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authorCrystalP <CrystalP@xbmc.org>2011-02-03 21:18:36 -0500
committerCrystalP <CrystalP@xbmc.org>2011-02-06 20:45:16 -0500
commitcfaf5dfcfb970a4d405e9d5a94248601dfdcd7f0 (patch)
tree3844e8522857079adb3ecd5a988c5db32e87bca1 /system
parentb52c1c2172126ee5f96be391a3e5222d93a7cfaf (diff)
[WIN32] always use bilinear sampling. Simpler and same performance as nearest neighbour
Diffstat (limited to 'system')
-rw-r--r--system/shaders/yuv2rgb_d3d.fx19
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>;