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Remove Legacy Rescale Pass hack
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@@ -653,9 +653,6 @@ struct Values {
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SwitchableSetting<bool> emulate_bgr565{linkage, false, "emulate_bgr565",
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Category::RendererHacks};
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SwitchableSetting<bool> rescale_hack{linkage, false, "rescale_hack",
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Category::RendererHacks};
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SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
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Category::RendererHacks};
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@@ -271,12 +271,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent) {
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"quality and performance consistency in some games."));
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INSERT(Settings, fix_bloom_effects, tr("Fix bloom effects"), tr("Removes bloom in Burnout."));
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INSERT(Settings, rescale_hack, tr("Enable Legacy Rescale Pass"),
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tr("May fix rescale issues in some games by relying on behavior from the previous "
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"implementation.\n"
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"Legacy behavior workaround that fixes line artifacts on AMD and Intel GPUs, and "
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"grey texture flicker on Nvidia GPUs in Luigis Mansion 3."));
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// Renderer (Extensions)
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INSERT(Settings, dyna_state, tr("Extended Dynamic State"),
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tr("Controls the number of features that can be used in Extended Dynamic State.\n"
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@@ -301,7 +301,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::GlobalMemoryToStorageBufferPass(program, normalized_host_info);
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Optimization::TexturePass(env, program, normalized_host_info);
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if (Settings::values.resolution_info.active || Settings::values.rescale_hack.GetValue()) {
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if (Settings::values.resolution_info.active) {
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Optimization::RescalingPass(program);
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}
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Optimization::DeadCodeEliminationPass(program);
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