diff --git a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp index d116d9d5a..9d9d80a8c 100644 --- a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp +++ b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp @@ -2878,6 +2878,20 @@ void GetMultiSampleScaleRaw(float& xScale, float& yScale) { // Titles can render pre-transformed vertices to screen space (using XYZRHW vertex position data or otherwise) // so we need to know the space they are in to interpret it correctly void GetScreenScaleFactors(float& scaleX, float& scaleY) { + scaleX = 1; + scaleY = 1; + + // With fixed-function mode, titles don't have to account for these scale factors, + // so we don't have reverse them. + // Test cases: + // Fixed-func passthrough, title does not apply SSAA scale: + // - Shenmue II (Menu) + // Fixed-func passthrough, title does not apply backbuffer scale: + // - Antialias sample(background gradient) + if (g_Xbox_VertexShaderMode != VertexShaderMode::ShaderProgram) { + return; + } + // Example: // NFS HP2 renders in-game at 640*480 // The title uses MSAA, which increases the rendertarget size, but leaves the screen scale unaffected @@ -2894,23 +2908,13 @@ void GetScreenScaleFactors(float& scaleX, float& scaleY) { if (isMultiSampleEnabled && isSuperSampleMode) { GetMultiSampleScaleRaw(scaleX, scaleY); } - else { - scaleX = 1; - scaleY = 1; - } // Account for the backbuffer scale - // Fixed-function rendering doesn't have to account for backbuffer scale - // So XYZRHW passthrough vertex positions will not be pre-scaled by the title // Test cases: - // Fixed function passthrough (title does not apply backbuffer scale): - // - Antialias sample (background gradient) // Vertex program passthrough equivalent (title does apply backbuffer scale): // - NFS:HP2 (car speed and other in-game UI elements) - if (g_Xbox_VertexShaderMode != VertexShaderMode::Passthrough) { - scaleX *= g_Xbox_BackbufferScaleX; - scaleY *= g_Xbox_BackbufferScaleY; - } + scaleX *= g_Xbox_BackbufferScaleX; + scaleY *= g_Xbox_BackbufferScaleY; } // Get the raw subpixel dimensions of the rendertarget buffer