Reduce bugginess when texture filtering and custom textures both enabled (#6184)
* fixed some (but not all) glitchy behavior when texture filtering & custom textures both enabled * fix clang format
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		| @@ -368,7 +368,8 @@ void CachedSurface::UploadGLTexture(Common::Rectangle<u32> rect) { | |||||||
|         const u32 height = is_custom ? custom_tex_info.height : rect.GetHeight(); |         const u32 height = is_custom ? custom_tex_info.height : rect.GetHeight(); | ||||||
|         const Common::Rectangle<u32> from_rect{0, height, width, 0}; |         const Common::Rectangle<u32> from_rect{0, height, width, 0}; | ||||||
|  |  | ||||||
|         if (!owner.texture_filterer->Filter(unscaled_tex, from_rect, texture, scaled_rect, type)) { |         if (is_custom || | ||||||
|  |             !owner.texture_filterer->Filter(unscaled_tex, from_rect, texture, scaled_rect, type)) { | ||||||
|             const Aspect aspect = ToAspect(type); |             const Aspect aspect = ToAspect(type); | ||||||
|             runtime.BlitTextures(unscaled_tex, {aspect, from_rect}, texture, {aspect, scaled_rect}); |             runtime.BlitTextures(unscaled_tex, {aspect, from_rect}, texture, {aspect, scaled_rect}); | ||||||
|         } |         } | ||||||
|   | |||||||
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