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