Avoid scaling factor rounding issues, by always applying g_RenderScaleFactor as a multiplier (never as a divisor).

This commit is contained in:
PatrickvL 2019-11-25 10:34:36 +01:00
parent 1332ba3ef0
commit 1b2b320b36
1 changed files with 3 additions and 3 deletions

View File

@ -3640,9 +3640,9 @@ void ValidateRenderTargetDimensions(DWORD HostRenderTarget_Width, DWORD HostRend
// Because of this, we need to validate that the associated host resource still matches the dimensions of the Xbox Render Target
// If not, we must force them to be re-created
// TEST CASE: Chihiro Factory Test Program
DWORD HostRenderTarget_Width_Unscaled = HostRenderTarget_Width / g_RenderScaleFactor;
DWORD HostRenderTarget_Height_Unscaled = HostRenderTarget_Height / g_RenderScaleFactor;
if (HostRenderTarget_Width_Unscaled != XboxRenderTarget_Width || HostRenderTarget_Height_Unscaled != XboxRenderTarget_Height) {
DWORD XboxRenderTarget_Width_Scaled = XboxRenderTarget_Width * g_RenderScaleFactor;
DWORD XboxRenderTarget_Height_Scaled = XboxRenderTarget_Height * g_RenderScaleFactor;
if (HostRenderTarget_Width != XboxRenderTarget_Width_Scaled || HostRenderTarget_Height != XboxRenderTarget_Height_Scaled) {
LOG_TEST_CASE("Existing RenderTarget width/height changed");
if (g_pXbox_RenderTarget == g_pXbox_BackBufferSurface) {