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Fix Auto-Adjust Window Size option making the window too large
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@ -622,8 +622,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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g_texture_cache->OnConfigChanged(g_ActiveConfig);
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VertexShaderCache::RetreiveAsyncShaders();
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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const bool window_resized = CheckForResize();
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const bool fullscreen = D3D::GetFullscreenState();
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const bool fs_changed = m_last_fullscreen_mode != fullscreen;
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@ -1430,8 +1430,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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}
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#endif
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// Update the render window position and the backbuffer size
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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GLInterface->Update();
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// Was the size changed since the last frame?
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@ -545,10 +545,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// Handle host window resizes.
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CheckForSurfaceChange();
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// Update the window size based on the frame that was just rendered.
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// Due to depending on guest state, we need to call this every frame.
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Clean up stale textures.
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TextureCache::GetInstance()->Cleanup(frameCount);
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@ -523,10 +523,6 @@ void Renderer::UpdateDrawRectangle()
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void Renderer::SetWindowSize(int width, int height)
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{
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// Scale the window size by the EFB scale.
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if (g_ActiveConfig.iEFBScale != EFB_SCALE_AUTO_INTEGRAL)
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std::tie(width, height) = CalculateTargetScale(width, height);
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std::tie(width, height) = CalculateOutputDimensions(width, height);
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// Track the last values of width/height to avoid sending a window resize event every frame.
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@ -643,11 +639,12 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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if (xfb_entry && xfb_entry->id != m_last_xfb_id)
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{
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const TextureConfig& texture_config = xfb_entry->texture->GetConfig();
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m_last_xfb_texture = xfb_entry->texture.get();
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m_last_xfb_id = xfb_entry->id;
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m_last_xfb_ticks = ticks;
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auto xfb_rect = xfb_entry->texture->GetConfig().GetRect();
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auto xfb_rect = texture_config.GetRect();
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xfb_rect.right -= EFBToScaledX(fbStride - fbWidth);
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m_last_xfb_region = xfb_rect;
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@ -655,6 +652,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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// TODO: merge more generic parts into VideoCommon
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g_renderer->SwapImpl(xfb_entry->texture.get(), xfb_rect, ticks, xfb_entry->gamma);
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// Update the window size based on the frame that was just rendered.
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// Due to depending on guest state, we need to call this every frame.
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SetWindowSize(texture_config.width, texture_config.height);
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m_fps_counter.Update();
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if (IsFrameDumping())
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