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mixed commit:
in D3D and Opengl: fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes) Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions. in D3D: Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know. please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -293,13 +293,13 @@ 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() - floorf((source.top + expandedHeight) * MValueY - 0.5f);
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float top = Renderer::GetTargetHeight() - (source.top + expandedHeight) * MValueY ;
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float sampleStride = bScaleByHalf?2.0f:1.0f;
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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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source.left * MValueX,
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top,
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sampleStride * MValueX,
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sampleStride * MValueY);
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