Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2011-05-12 02:14:45 +00:00
parent 8cb2443c2f
commit 8024783502
16 changed files with 229 additions and 261 deletions

View File

@ -1080,10 +1080,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
params.NumBlocksY = FLOAT(numBlocksY);
params.PosX = FLOAT(correctSrc.left);
params.PosY = FLOAT(correctSrc.top);
params.TexLeft = float(targetRect.left) / g_renderer->GetFullTargetWidth();
params.TexTop = float(targetRect.top) / g_renderer->GetFullTargetHeight();
params.TexRight = float(targetRect.right) / g_renderer->GetFullTargetWidth();
params.TexBottom = float(targetRect.bottom) / g_renderer->GetFullTargetHeight();
params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth();
params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);