Fix XFB scaling in D3D
This commit is contained in:
parent
8f61c6f239
commit
5a3f19aeaf
|
@ -721,7 +721,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
}
|
||||
|
||||
u32 xfbCount = 0;
|
||||
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, &xfbCount);
|
||||
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount);
|
||||
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
if (g_ActiveConfig.bDumpFrames && !frame_data.empty())
|
||||
|
@ -763,7 +763,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
// TODO: Television should be used to render Virtual XFB mode as well.
|
||||
s_television.Submit(xfbAddr, fbWidth, fbHeight);
|
||||
s_television.Submit(xfbAddr, fbStride, fbWidth, fbHeight);
|
||||
s_television.Render();
|
||||
}
|
||||
else if (g_ActiveConfig.bUseXFB)
|
||||
|
@ -795,12 +795,12 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
// use virtual xfb with offset
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
|
||||
|
||||
drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
||||
drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
|
||||
drawRc.left = -(xfbWidth / (float)fbWidth);
|
||||
drawRc.right = (xfbWidth / (float)fbWidth);
|
||||
drawRc.left = -(xfbWidth / (float)fbStride);
|
||||
drawRc.right = (xfbWidth / (float)fbStride);
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
|
@ -946,7 +946,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
UpdateActiveConfig();
|
||||
TextureCache::OnConfigChanged(g_ActiveConfig);
|
||||
|
||||
SetWindowSize(fbWidth, fbHeight);
|
||||
SetWindowSize(fbStride, fbHeight);
|
||||
|
||||
const bool windowResized = CheckForResize();
|
||||
const bool fullscreen = g_ActiveConfig.bFullscreen &&
|
||||
|
@ -968,10 +968,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
|
|||
|
||||
bool xfbchanged = false;
|
||||
|
||||
if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight)
|
||||
if (FramebufferManagerBase::LastXfbWidth() != fbStride || FramebufferManagerBase::LastXfbHeight() != fbHeight)
|
||||
{
|
||||
xfbchanged = true;
|
||||
unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
|
||||
unsigned int w = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
|
||||
unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
|
||||
FramebufferManagerBase::SetLastXfbWidth(w);
|
||||
FramebufferManagerBase::SetLastXfbHeight(h);
|
||||
|
|
|
@ -126,7 +126,7 @@ void Television::Shutdown()
|
|||
SAFE_RELEASE(m_samplerState);
|
||||
}
|
||||
|
||||
void Television::Submit(u32 xfbAddr, u32 width, u32 height)
|
||||
void Television::Submit(u32 xfbAddr, u32 stride, u32 width, u32 height)
|
||||
{
|
||||
m_curAddr = xfbAddr;
|
||||
m_curWidth = width;
|
||||
|
@ -134,8 +134,8 @@ void Television::Submit(u32 xfbAddr, u32 width, u32 height)
|
|||
|
||||
// Load data from GameCube RAM to YUYV texture
|
||||
u8* yuyvSrc = Memory::GetPointer(xfbAddr);
|
||||
D3D11_BOX box = CD3D11_BOX(0, 0, 0, width, height, 1);
|
||||
D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*width, 2*width*height);
|
||||
D3D11_BOX box = CD3D11_BOX(0, 0, 0, stride, height, 1);
|
||||
D3D::context->UpdateSubresource(m_yuyvTexture, 0, &box, yuyvSrc, 2*stride, 2*stride*height);
|
||||
}
|
||||
|
||||
void Television::Render()
|
||||
|
|
|
@ -27,7 +27,7 @@ public:
|
|||
// Submit video data to be drawn. This will change the current state of the
|
||||
// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
|
||||
// may be virtualized when rendering so the RAM may not actually be read.
|
||||
void Submit(u32 xfbAddr, u32 width, u32 height);
|
||||
void Submit(u32 xfbAddr, u32 stride, u32 width, u32 height);
|
||||
|
||||
// Render the current state of the TV.
|
||||
void Render();
|
||||
|
|
Loading…
Reference in New Issue