added ssaa and efb scale as separate configurations:

efb scale :
auto fractional: the original scaling way, will grant a 1:1 pixel mapping between efb and screen giving the best image quality even in non standard resolutions
at the cost of glitches in some games.
auto integral: automatic but only int values for the scale, no glitches but only the correct pixel scaling when using some resolutions.
the rest are the fixed scales.
enjoy.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5639 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-06-09 15:33:01 +00:00
parent b3046be7ad
commit 9d792d4673
8 changed files with 270 additions and 220 deletions

View File

@ -362,7 +362,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
//compensate the texture grow if supersampling is enabled to conserve memory usage
float SuperSampleCompensation = (g_ActiveConfig.iMultisampleMode % 3) + 1;
float SuperSampleCompensation = g_ActiveConfig.iMultisampleMode + 1;
SuperSampleCompensation = 1.0f / SuperSampleCompensation;
float xScale = Renderer::GetTargetScaleX();
float yScale = Renderer::GetTargetScaleY();