GPU/HW: Implement flipped quad coordinate hack from beetle-psx
Fixes graphical glitches around the edges of flipped sprites.
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@ -238,7 +238,7 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
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static constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 4> attributes = {
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{{"ATTR", 0, DXGI_FORMAT_R32G32_SINT, 0, offsetof(BatchVertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(BatchVertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 2, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, texcoord), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 2, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"ATTR", 3, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
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// we need a vertex shader...
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