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DX11: Prefer DXGI_FORMAT_R8G8B8A8 to DXGI_FORMAT_B8G8R8A8 wherever appropriate.
Slightly modify the way we're doing screenshots once again, thanks to Orphis this time ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5743 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -768,7 +768,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
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D3D::stateman->PushRasterizerState(clearraststate);
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D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
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D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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@ -908,7 +908,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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{
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u32* ptr = (u32*)((u8*)map.pData + y * map.RowPitch);
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for (unsigned int x = 0; x < D3D::GetBackBufferWidth(); ++x)
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*ptr++ |= 0xFF000000;
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*(u8*)ptr++ = 0xFF;
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}
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D3D::context->Unmap(buftex, 0);
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