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DX11: I think I've figured out where the game enables texture offsets for lines and points.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7461 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -136,7 +136,12 @@ void VertexManager::Draw(UINT stride)
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float vpWidth = 2.0f * xfregs.viewport.wd;
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float vpHeight = -2.0f * xfregs.viewport.ht;
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if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth, texOffset, vpWidth, vpHeight))
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bool texOffsetEnable[8];
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for (int i = 0; i < 8; ++i)
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texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
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if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::g_context->DrawIndexed(IndexGenerator::GetLineindexLen(), m_lineDrawIndex, 0);
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@ -152,7 +157,12 @@ void VertexManager::Draw(UINT stride)
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float vpWidth = 2.0f * xfregs.viewport.wd;
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float vpHeight = -2.0f * xfregs.viewport.ht;
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if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize, texOffset, vpWidth, vpHeight))
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bool texOffsetEnable[8];
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for (int i = 0; i < 8; ++i)
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texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
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if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::g_context->DrawIndexed(IndexGenerator::GetPointindexLen(), m_pointDrawIndex, 0);
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