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synced 2025-07-21 05:09:34 -06:00
revised how texture scaling is handled. it now works correctly when adding output together from indirect stages which use power 2 and non power 2 textures and it is simpler.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2972 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -99,8 +99,9 @@ void BPWritten(const Bypass& bp)
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PixelShaderManager::SetIndMatrixChanged((bp.address - BPMEM_IND_MTXA) / 3);
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break;
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case BPMEM_RAS1_SS0: // Index Texture Coordinate Scale 0
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PixelShaderManager::SetIndTexScaleChanged(0x03);
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case BPMEM_RAS1_SS1: // Index Texture Coordinate Scale 1
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PixelShaderManager::SetIndTexScaleChanged();
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PixelShaderManager::SetIndTexScaleChanged(0x0c);
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break;
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case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
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case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
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@ -408,6 +409,7 @@ void BPWritten(const Bypass& bp)
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case BPMEM_SU_TSIZE+12:
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case BPMEM_SU_SSIZE+14:
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case BPMEM_SU_TSIZE+14:
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PixelShaderManager::SetTexCoordChanged((bp.address - BPMEM_SU_SSIZE) >> 1);
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break;
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// ------------------------
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// BPMEM_TX_SETMODE0 - (Texture lookup and filtering mode) LOD/BIAS Clamp, MaxAnsio, LODBIAS, DiagLoad, Min Filter, Mag Filter, Wrap T, S
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