Use bilinear filtering to reduce 36 taps to 25 for the regular path. This works because the middle weights are always between 0 and 1, allowing texture coordinates to be placed strategically to sample correct ratios. I'm not sure about the undistort path, so I've left that alone. Also remove scaling added in #526, after which weight normalization is unnecessary. If we want to use or invent an algorithm with alternate downscaling properties, that's fine, but I don't think we should change Lanczos scaling to mean something it's not. The scale implementation was also seen not working when applied directly to scene items because of assumptions made about the projection matrix. Intel GPA, SetStablePowerState, Intel HD Graphics 530, D3D11 644x478 -> 1323x1080: 3890 us -> 3401 us 1920x1080 -> 1280x720: 2555 us -> 2261 us
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