forked from dolphin-emu/dolphin
normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes. some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@@ -285,7 +285,8 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
||||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
float sampleStride = bScaleByHalf ? 2.f : 1.f;
|
||||
TextureConversionShader::SetShaderParameters((float)expandedWidth,
|
||||
TextureConversionShader::SetShaderParameters(
|
||||
(float)expandedWidth,
|
||||
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
|
||||
(float)Renderer::EFBToScaledX(source.left),
|
||||
(float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight),
|
||||
|
||||
Reference in New Issue
Block a user