Fix an issue with overlay blitting after StretchRects change
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@ -4434,10 +4434,12 @@ DWORD WINAPI XTL::EMUPATCH(D3DDevice_Swap)
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pCurrentHostBackBuffer->GetDesc(&BackBufferDesc);
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// TODO: Implement a hot-key to change the filter?
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// Note: Must be NONE, POINT or LINEAR
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// Note: LoadSurfaceFilter Must be D3DTEXF_NONE, D3DTEXF_POINT or D3DTEXF_LINEAR
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// Before StretchRects we used D3DX_FILTER_POINT here, but that gave jagged edges in Dashboard.
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// Dxbx note : D3DX_FILTER_LINEAR gives a smoother image, but 'bleeds' across borders
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// LoadOverlayFilter must be a D3DX filter DWORD value
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const D3DTEXTUREFILTERTYPE LoadSurfaceFilter = D3DTEXF_NONE;
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// Previously we used D3DX_FILTER_POINT here, but that gave jagged edges in Dashboard.
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// Dxbx note : D3DX_FILTER_LINEAR gives a smoother image, but 'bleeds' across borders
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const DWORD LoadOverlayFilter = D3DX_DEFAULT;
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if (!g_DirectHostBackBufferAccess) {
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auto pXboxBackBufferHostSurface = GetHostSurface(g_XboxBackBufferSurface);
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@ -4541,7 +4543,7 @@ DWORD WINAPI XTL::EMUPATCH(D3DDevice_Swap)
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/* SrcPitch = */ OverlayRowPitch,
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/* pSrcPalette = */ nullptr,
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/* pSrcRect = */ &EmuSourRect, // This parameter cannot be NULL
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/* Filter = */ LoadSurfaceFilter,
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/* Filter = */ LoadOverlayFilter,
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/* ColorKey = */ g_OverlayProxy.EnableColorKey ? g_OverlayProxy.ColorKey : 0);
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DEBUG_D3DRESULT(hRet, "D3DXLoadSurfaceFromMemory - UpdateOverlay could not convert buffer!\n");
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