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hopefully solved all the pixel align problems when drawing full screen quads.
this not solve the remaining projection problem in some games like mario kart wii will work that problem later. please test and let me know the results. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5473 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -759,6 +759,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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&RectToLock,
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Renderer::GetFullTargetWidth() ,
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Renderer::GetFullTargetHeight(),
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4,4,
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(BufferFormat == FOURCC_RAWZ)?PixelShaderCache::GetColorMatrixProgram(0):PixelShaderCache::GetDepthMatrixProgram(0),
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VertexShaderCache::GetSimpleVertexShader());
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@ -1095,7 +1096,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
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drawRc.left = -(xfbWidth / (float)fbWidth);
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drawRc.right = (xfbWidth / (float)fbWidth);
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if (!g_ActiveConfig.bAutoScale)
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{
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@ -1117,7 +1118,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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drawRc.right = 1;
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}
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D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader());
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D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader());
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}
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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