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video_core: Fix scaling graphical regressions for multiple games
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@ -467,7 +467,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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}
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void GraphicsPipeline::ConfigureDraw(const RescalingPushConstant& rescaling,
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const RenderAreaPushConstant& render_are) {
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const RenderAreaPushConstant& render_area) {
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texture_cache.UpdateRenderTargets(false);
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scheduler.RequestRenderpass(texture_cache.GetFramebuffer());
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@ -484,8 +484,8 @@ void GraphicsPipeline::ConfigureDraw(const RescalingPushConstant& rescaling,
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const void* const descriptor_data{update_descriptor_queue.UpdateData()};
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scheduler.Record([this, descriptor_data, bind_pipeline, rescaling_data = rescaling.Data(),
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is_rescaling, update_rescaling,
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uses_render_area = render_are.uses_render_area,
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render_area_data = render_are.words](vk::CommandBuffer cmdbuf) {
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uses_render_area = render_area.uses_render_area,
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render_area_data = render_area.words](vk::CommandBuffer cmdbuf) {
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if (bind_pipeline) {
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *pipeline);
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}
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@ -494,7 +494,7 @@ void GraphicsPipeline::ConfigureDraw(const RescalingPushConstant& rescaling,
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rescaling_data.data());
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if (update_rescaling) {
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const f32 config_down_factor{Settings::values.resolution_info.down_factor};
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const f32 scale_down_factor{is_rescaling ? config_down_factor : 2.0f};
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const f32 scale_down_factor{is_rescaling ? config_down_factor : 1.0f};
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cmdbuf.PushConstants(*pipeline_layout, VK_SHADER_STAGE_ALL_GRAPHICS,
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RESCALING_LAYOUT_DOWN_FACTOR_OFFSET, sizeof(scale_down_factor),
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&scale_down_factor);
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