GPU: Make display texture 720x576 instead of 1024x512
Some PAL games render in the full permissable 576 height, not 512.
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@ -256,7 +256,8 @@ bool GPU_HW_D3D11::CreateFramebuffer()
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D3D11_BIND_DEPTH_STENCIL) ||
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!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, 1, 1, texture_format,
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D3D11_BIND_SHADER_RESOURCE) ||
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!m_display_texture.Create(m_device.Get(), texture_width, texture_height, 1, 1, texture_format,
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!m_display_texture.Create(m_device.Get(), BASE_DISPLAY_TEXTURE_WIDTH * m_resolution_scale,
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BASE_DISPLAY_TEXTURE_HEIGHT * m_resolution_scale, 1, 1, texture_format,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
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!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
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@ -905,6 +906,9 @@ void GPU_HW_D3D11::UpdateDisplay()
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ID3D11PixelShader* display_pixel_shader =
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m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][static_cast<u8>(interlaced)].Get();
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Assert(scaled_display_width <= m_display_texture.GetWidth() &&
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scaled_display_height <= m_display_texture.GetHeight());
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SetViewportAndScissor(0, 0, scaled_display_width, scaled_display_height);
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DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
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