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DX9: Write a detailed description of the vertex position offset magic in drawShadedTexQuad. I hope this makes at least a bit sense to anyone but me, it's better than no documentation at all though.
DX9: Revert to the old EFB coordinate scaling. Glitches caused by higher EFB scales probably can't even be fixed properly in DX9, so let's not even mess with it... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6573 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -90,12 +90,12 @@ public:
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virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
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// Use this to upscale native EFB coordinates to IDEAL internal resolution
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static int EFBToScaledX(int x) { return x * (GetTargetWidth()-1) / (EFB_WIDTH-1); }
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static int EFBToScaledY(int y) { return y * (GetTargetHeight()-1) / (EFB_HEIGHT-1); }
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static int EFBToScaledX(int x) { return x * GetTargetWidth() / EFB_WIDTH; }
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static int EFBToScaledY(int y) { return y * GetTargetHeight() / EFB_HEIGHT; }
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// Floating point versions of the above - only use them if really necessary
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static float EFBToScaledXf(float x) { return x * (float)(GetTargetWidth()-1) / (float)(EFB_WIDTH-1); }
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static float EFBToScaledYf(float y) { return y * (float)(GetTargetHeight()-1) / (float)(EFB_HEIGHT-1); }
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static float EFBToScaledXf(float x) { return x * (float)GetTargetWidth() / (float)EFB_WIDTH; }
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static float EFBToScaledYf(float y) { return y * (float)GetTargetHeight() / (float)EFB_HEIGHT; }
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// Returns the offset at which the EFB will be drawn onto the backbuffer
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// NOTE: Never calculate this manually (e.g. to "increase accuracy"), since you might end up getting off-by-one errors.
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