D3D: Fix Virtual XFB viewport.
Looks like I was incorrect about swapping the bottom and top members.
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@ -744,8 +744,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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int xfbWidth = xfbSource->srcWidth;
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int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
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drawRc.top = targetRc.bottom - (hOffset + xfbHeight) * targetRc.GetHeight() / fbHeight;
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drawRc.bottom = targetRc.bottom - hOffset * targetRc.GetHeight() / fbHeight;
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drawRc.top = targetRc.top + hOffset * targetRc.GetHeight() / fbHeight;
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drawRc.bottom = targetRc.top + (hOffset + xfbHeight) * targetRc.GetHeight() / fbHeight;
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drawRc.left = targetRc.left + (targetRc.GetWidth() - xfbWidth * targetRc.GetWidth() / fbStride) / 2;
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drawRc.right = targetRc.left + (targetRc.GetWidth() + xfbWidth * targetRc.GetWidth() / fbStride) / 2;
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