Scale viewport X and Y as well as height.
Fixes cases where X and Y are nonzero e.g. DoA3 character select
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@ -4117,6 +4117,8 @@ xbox::void_xt WINAPI xbox::EMUPATCH(D3DDevice_SetViewport)
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// Apply MSAA scale and offset
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HostViewPort.Width = static_cast<DWORD>(HostViewPort.Width * g_Xbox_MultiSampleXScale);
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HostViewPort.Height = static_cast<DWORD>(HostViewPort.Height * g_Xbox_MultiSampleYScale);
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HostViewPort.X = static_cast<DWORD>(HostViewPort.X * g_Xbox_MultiSampleXScale);
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HostViewPort.Y = static_cast<DWORD>(HostViewPort.Y * g_Xbox_MultiSampleYScale);
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// Since Width and Height are DWORD, adding GetMultiSampleOffset 0.0f or 0.5f makes no sense
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HRESULT hRet = g_pD3DDevice->SetViewport(&HostViewPort);
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