Video: stride in bytes rather than pixels

This commit is contained in:
booto
2015-07-25 02:48:56 +08:00
parent c43ae67b3b
commit efd250494d
4 changed files with 9 additions and 9 deletions

View File

@ -335,7 +335,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
// We enable linear filtering, because the GameCube does filtering in the vertical direction when
// yscale is enabled.
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride * 2, true);
EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
FramebufferManager::SetFramebuffer(0);
TextureCache::DisableStage(0);
g_renderer->RestoreAPIState();