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Increased render target size to the true EFB height of 528.
This changes fixes the bloom effect in Beyond Good and Evil. It also makes the AutoScale feature almost mandatory since it looks silly without :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2475 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -250,9 +250,11 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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u32 target = bFromZBuffer ? Renderer::GetZBufferTarget() : Renderer::GetRenderTarget();
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s32 width = source.right - source.left;
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s32 height = source.bottom - source.top;
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s32 height = source.bottom - source.top;
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if (bScaleByHalf)
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{
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// Hm. Shouldn't this only scale destination, not source?
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width /= 2;
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height /= 2;
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}
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@ -289,6 +291,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
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}
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// Should be scale free.
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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@ -318,7 +321,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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glViewport(0, 0, srcWidth, srcHeight);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_yuyvToRgbProgram.glprogid);
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GL_REPORT_ERRORD();
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