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Second and final pass of clearing out tabs.
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@ -465,9 +465,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
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D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
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- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
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RestoreAPIState();
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return 0;
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@ -514,10 +514,9 @@ void Renderer::SetViewport()
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
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Wd, Ht,
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0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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1.f); // xfregs.viewport.farZ / 16777216.0f;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
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0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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1.f); // xfregs.viewport.farZ / 16777216.0f;
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D3D::context->RSSetViewports(1, &vp);
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}
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