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