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