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

@ -44,8 +44,8 @@ FramebufferManager::Efb FramebufferManager::s_efb;
FramebufferManager::FramebufferManager()
{
bool depth_textures_supported = true;
int target_width = Renderer::GetFullTargetWidth();
int target_height = Renderer::GetFullTargetHeight();
int target_width = Renderer::GetTargetWidth();
int target_height = Renderer::GetTargetHeight();
s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
// EFB color texture - primary render target
@ -217,8 +217,8 @@ void XFBSource::CopyEFB(float Gamma)
D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture(),
&sourcerect,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
texWidth,
texHeight,
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),