diff options
author | CrystalP <crystalp@kodi.tv> | 2023-12-10 20:43:38 -0500 |
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committer | CrystalP <crystalp@kodi.tv> | 2023-12-13 17:40:26 -0500 |
commit | bab6f21c214145df5c69651e72e22046a50133e6 (patch) | |
tree | 86d25946e8cee36fb38e59c9d9758aeb8d40265d /system | |
parent | 56f8d247203d5b74031ba9da48933fc1a9c9c473 (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.fx | 2 |
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 |