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d3d: a little speedup in efb to ram please test and let me know the result
opengl: a little code cleanup and possible speedup in texture recreation. d3d and opengl :plugins corrected the efb alignment when efb to ram is used. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4637 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -292,11 +292,16 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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float top = Renderer::GetTargetHeight() - (source.top + expandedHeight) * MValueY;
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float top = Renderer::GetTargetHeight() - floorf((source.top + expandedHeight) * MValueY - 0.5f);
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float sampleStride = bScaleByHalf?2.0f:1.0f;
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TextureConversionShader::SetShaderParameters((float)expandedWidth, expandedHeight * MValueY, source.left * MValueX, top, sampleStride * MValueX, sampleStride * MValueY);
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TextureConversionShader::SetShaderParameters((float)expandedWidth,
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expandedHeight * MValueY,
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ceilf(source.left * MValueX + 0.5f),
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top,
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sampleStride * MValueX,
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sampleStride * MValueY);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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