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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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@ -271,7 +271,7 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
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// Draw...
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D3D::drawShadedTexQuad(srcTexture,&SrcRect,1,1,shader,VertexShaderCache::GetSimpleVertexShader());
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D3D::drawShadedTexQuad(srcTexture,&SrcRect,1,1,dstWidth,dstHeight,shader,VertexShaderCache::GetSimpleVertexShader());
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hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
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hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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Renderer::RestoreAPIState();
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@ -442,9 +442,9 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
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RECT sourcerect;
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sourcerect.bottom = srcHeight;
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sourcerect.left = -1;
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sourcerect.left = 0;
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sourcerect.right = srcFmtWidth;
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sourcerect.top = -1;
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sourcerect.top = 0;
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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@ -463,6 +463,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
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&sourcerect,
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1 ,
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1,
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srcWidth,
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srcHeight,
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s_yuyvToRgbProgram,
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VertexShaderCache::GetSimpleVertexShader());
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