Windows: Use SRGB texture/render target for better colors when scaling with bilinear interpolation on
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1 changed files with 3 additions and 3 deletions
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@ -89,7 +89,7 @@ void Renderer::SetScreenSize(uint32_t width, uint32_t height)
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} else {
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ResetNesBuffers();
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ReleaseRenderTargetView();
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_pSwapChain->ResizeBuffers(1, _realScreenWidth, _realScreenHeight, DXGI_FORMAT_B8G8R8A8_UNORM, 0);
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_pSwapChain->ResizeBuffers(1, _realScreenWidth, _realScreenHeight, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, 0);
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CreateRenderTargetView();
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CreateNesBuffers();
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}
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@ -273,7 +273,7 @@ HRESULT Renderer::InitDevice()
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sd.BufferCount = 1;
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sd.BufferDesc.Width = _realScreenWidth;
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sd.BufferDesc.Height = _realScreenHeight;
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sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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sd.BufferDesc.RefreshRate.Numerator = _console->GetSettings()->GetVideoConfig().ExclusiveFullscreenRefreshRate;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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@ -430,7 +430,7 @@ ID3D11Texture2D* Renderer::CreateTexture(uint32_t width, uint32_t height)
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desc.ArraySize = 1;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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desc.MipLevels = 1;
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desc.MiscFlags = 0;
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desc.SampleDesc.Count = 1;
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