Adjusted the DX9 offset of the Sampling address to more closely match what we are seeing in games.

Fixes issue 5305.
This commit is contained in:
skidau 2012-03-23 23:20:19 +11:00
parent c4fbb6e377
commit 41bcf657f8

View File

@ -1106,9 +1106,9 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
WRITE(p, "%s=Tex%d.Sample(samp%d, %s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
else if (ApiType & API_D3D9)
{
// D3D9 uses different pixel to texel mapping, so we need to offset our sampling address by half a pixel (assuming native and virtual texture dimensions match each other, otherwise some math is involved).
// D3D9 uses different pixel to texel mapping, so we need to offset our sampling address.
// Read the MSDN article "Directly Mapping Texels to Pixels (Direct3D 9)" for further info.
WRITE(p, "%s=tex2D(samp%d, (%s.xy + 0.5f*"I_VTEXSCALE"[%d].%s) * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap/2, (texmap&1)?"zw":"xy", texmap, texswap);
WRITE(p, "%s=tex2D(samp%d, (%s.xy + 0.0005f*"I_VTEXSCALE"[%d].%s) * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap/2, (texmap&1)?"zw":"xy", texmap, texswap);
}
else
WRITE(p, "%s=tex2D(samp%d, %s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);