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added an option to copy textures from the EFB to system memory. this is slower but shouldn't cause the compatibility issues the previous method of copying them directly to a GL texture has. the new method can be tested by disabling "copy EFB to texture" in the hacks section. the new method still needs some tweaks.
fixed some off-by-one errors in the EFB to texture copy and the scissor box. also fixed a couple asserts I was getting in the volume directory stuff. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1853 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -571,6 +571,8 @@ void Renderer::SetColorMask()
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// bpmem.scissorTL.x, y = 342x342
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// bpmem.scissorBR.x, y = 981x821
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// Renderer::GetTargetHeight() = the fixed ini file setting
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// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
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// therefore the width and height are (scissorBR + 1) - scissorTL
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bool Renderer::SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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@ -585,11 +587,11 @@ bool Renderer::SetScissorRect()
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rc_top *= MValueY;
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if (rc_top < 0) rc_top = 0;
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float rc_right = bpmem.scissorBR.x - xoff - 342; // right = 640
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float rc_right = bpmem.scissorBR.x - xoff - 341; // right = 640
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rc_right *= MValueX;
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if (rc_right > 640 * MValueX) rc_right = 640 * MValueX;
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float rc_bottom = bpmem.scissorBR.y - yoff - 342; // bottom = 480
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float rc_bottom = bpmem.scissorBR.y - yoff - 341; // bottom = 480
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rc_bottom *= MValueY;
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if (rc_bottom > 480 * MValueY) rc_bottom = 480 * MValueY;
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