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Keep HLSL prescaling from blowing out VRAM when regular prescaling is enabled.
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@ -4072,8 +4072,8 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
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// Find the nearest prescale factor that is over our screen size
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// Find the nearest prescale factor that is over our screen size
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int hlsl_prescale = 1;
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int hlsl_prescale = 1;
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while(texture->rawwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
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while(scwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
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while(texture->rawheight * hlsl_prescale < d3d->height) hlsl_prescale++;
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while(scheight * hlsl_prescale < d3d->height) hlsl_prescale++;
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d3d->hlsl_prescale_size = hlsl_prescale;
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d3d->hlsl_prescale_size = hlsl_prescale;
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result = (*d3dintf->device.create_texture)(d3d->device, scwidth * hlsl_prescale, scheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture0[idx]);
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result = (*d3dintf->device.create_texture)(d3d->device, scwidth * hlsl_prescale, scheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture0[idx]);
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