From cfc23560d93cad1a9e2a8d4f25570d5157e295d2 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sun, 7 Jun 2015 13:32:00 +0200 Subject: [PATCH] D3D: Set the viewport to the full target size when doing EFB pokes. --- Source/Core/VideoBackends/D3D/Render.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 63a0b708af..1b219285d3 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -472,6 +472,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) // TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet. ResetAPIState(); + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight()); + D3D::context->RSSetViewports(1, &vp); + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr); D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f, - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,