GPU/HW: More improvements to GPUSTAT.31
Fixes True Pinball without breaking intros to Final Fantasy 7/8.
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@ -583,7 +583,7 @@ void GPU_HW_D3D11::UpdateDisplay()
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else
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{
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const u32 vram_offset_x = m_crtc_state.display_vram_left;
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const u32 vram_offset_y = m_crtc_state.display_vram_top;
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const u32 vram_offset_y = m_crtc_state.display_vram_top + GetActiveLineLSB();
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const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
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const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
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const u32 display_width = m_crtc_state.display_vram_width;
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@ -610,7 +610,7 @@ void GPU_HW_D3D11::UpdateDisplay()
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m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
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m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
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const u32 reinterpret_field_offset = GetInterlacedDisplayLineOffset();
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const u32 reinterpret_field_offset = GetInterlacedDisplayField();
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const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * m_resolution_scale;
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const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y, reinterpret_crop_left,
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@ -694,7 +694,7 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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Uniforms uniforms;
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std::tie(uniforms.u_fill_color[0], uniforms.u_fill_color[1], uniforms.u_fill_color[2], uniforms.u_fill_color[3]) =
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RGBA8ToFloat(color);
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uniforms.u_interlaced_displayed_field = GetInterlacedDisplayLineOffset();
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uniforms.u_interlaced_displayed_field = GetActiveLineLSB();
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m_context->OMSetDepthStencilState(m_depth_test_always_state.Get(), 0);
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