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Gfx: Use GDI+ instead of D2D when drawing scaled images
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2029cea23f
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@ -409,6 +409,14 @@ bool CanvasD2D::MeasureTextLinesW(const WCHAR* str, UINT strLen, const TextForma
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void CanvasD2D::DrawBitmap(Gdiplus::Bitmap* bitmap, const Gdiplus::Rect& dstRect, const Gdiplus::Rect& srcRect)
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void CanvasD2D::DrawBitmap(Gdiplus::Bitmap* bitmap, const Gdiplus::Rect& dstRect, const Gdiplus::Rect& srcRect)
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{
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{
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if (srcRect.Width != dstRect.Width || srcRect.Height != dstRect.Height)
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{
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// If the bitmap needs to be scaled, get rid of the D2D target and use the GDI+ code path
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// to draw the bitmap. This is due to antialiasing differences between GDI+ and D2D on
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// scaled bitmaps.
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EndTargetDraw();
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}
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if (!m_Target) // Use GDI+ if D2D render target has not been created.
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if (!m_Target) // Use GDI+ if D2D render target has not been created.
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{
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{
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m_GdipGraphics->DrawImage(
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m_GdipGraphics->DrawImage(
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