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
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-05-24 14:20:19 +00:00
parent b73b77014f
commit 4b1909ea98
6 changed files with 42 additions and 23 deletions

View File

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