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authorCrystalP <crystalp@kodi.tv>2023-12-10 20:43:38 -0500
committerCrystalP <crystalp@kodi.tv>2023-12-13 17:40:26 -0500
commitbab6f21c214145df5c69651e72e22046a50133e6 (patch)
tree86d25946e8cee36fb38e59c9d9758aeb8d40265d /system
parent56f8d247203d5b74031ba9da48933fc1a9c9c473 (diff)
[Windows] fix chroma upscaling with pixel shaders render method
Was inadvertently broken by PR#15382: 4:2:0 chroma still need to be scaled even if luminance doesn't. Scaling chroma with nearest neighbor gives pretty bad results, changing back to linear. The YUY2 and UYVY luminance would also need the linear interpolation if scaling was still done by this shader in Windows. There is math to align the horizontal sampling points exactly and avoid any horizontal interpolation by the sampler.
Diffstat (limited to 'system')
-rw-r--r--system/shaders/yuv2rgb_d3d.fx2
1 files changed, 1 insertions, 1 deletions
diff --git a/system/shaders/yuv2rgb_d3d.fx b/system/shaders/yuv2rgb_d3d.fx
index 0500526a99..c52996068d 100644
--- a/system/shaders/yuv2rgb_d3d.fx
+++ b/system/shaders/yuv2rgb_d3d.fx
@@ -32,7 +32,7 @@ SamplerState YUVSampler : IMMUTABLE
{
AddressU = CLAMP;
AddressV = CLAMP;
- Filter = MIN_MAG_MIP_POINT;
+ Filter = MIN_MAG_MIP_LINEAR;
};
struct VS_INPUT