Move ComputeDrawRectangle() to Renderer::UpdateDrawRectangle().

This commit is contained in:
NeoBrainX 2012-09-29 00:04:55 +02:00
parent 035840e7b5
commit 78031c2d54
7 changed files with 180 additions and 180 deletions

View File

@ -71,6 +71,8 @@ int Renderer::s_backbuffer_height;
float Renderer::xScale;
float Renderer::yScale;
TargetRectangle Renderer::target_rc;
int Renderer::s_LastEFBScale;
bool Renderer::s_skipSwap;
@ -331,6 +333,127 @@ void Renderer::CalculateXYScale(const TargetRectangle& dst_rect)
}
}
// TODO: remove
extern bool g_aspect_wide;
void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
{
float FloatGLWidth = (float)backbuffer_width;
float FloatGLHeight = (float)backbuffer_height;
float FloatXOffset = 0;
float FloatYOffset = 0;
// The rendering window size
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Handle aspect ratio.
// Default to auto.
bool use16_9 = g_aspect_wide;
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if ( g_ActiveConfig.bWidescreenHack )
{
float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f);
float target_aspect;
switch ( g_ActiveConfig.iAspectRatio )
{
case ASPECT_FORCE_16_9 :
target_aspect = 16.0f / 9.0f;
break;
case ASPECT_FORCE_4_3 :
target_aspect = 4.0f / 3.0f;
break;
case ASPECT_STRETCH :
target_aspect = WinWidth / WinHeight;
break;
default :
// ASPECT_AUTO == no hacking
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if ( adjust > 1 )
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1/adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width.
if (Ratio > 1.0f)
{
// Scale down and center in the X direction.
FloatGLWidth /= Ratio;
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
}
// The window is too high, we have to limit the height
else
{
// Scale down and center in the Y direction.
FloatGLHeight *= Ratio;
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
}
}
// -----------------------------------------------------------------------
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
// The new width and height
FloatGLWidth = FloatGLWidth * Ratio;
FloatGLHeight = FloatGLHeight * Ratio;
// Adjust the X and Y offset
FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
}
int XOffset = (int)(FloatXOffset + 0.5f);
int YOffset = (int)(FloatYOffset + 0.5f);
int iWhidth = (int)ceil(FloatGLWidth);
int iHeight = (int)ceil(FloatGLHeight);
iWhidth -= iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders
iHeight -= iHeight % 4;
target_rc.left = XOffset;
target_rc.top = YOffset;
target_rc.right = XOffset + iWhidth;
target_rc.bottom = YOffset + iHeight;
}
void Renderer::SetWindowSize(int width, int height)
{
if (width < 1)

View File

@ -85,6 +85,10 @@ public:
// Use this to convert a whole native EFB rect to backbuffer coordinates
virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;
static const TargetRectangle& GetTargetRectangle() { return target_rc; }
static void UpdateDrawRectangle(int backbuffer_width, int backbuffer_height);
// Use this to upscale native EFB coordinates to IDEAL internal resolution
static unsigned int EFBToScaledX(int x) { return x * GetTargetWidth() / EFB_WIDTH; }
static unsigned int EFBToScaledY(int y) { return y * GetTargetHeight() / EFB_HEIGHT; }
@ -163,6 +167,8 @@ protected:
static float xScale;
static float yScale;
static TargetRectangle target_rc;
// can probably eliminate this static var
static int s_LastEFBScale;

View File

@ -290,125 +290,3 @@ void VideoConfig::GameIniSave(const char* default_ini, const char* game_ini)
iniFile.Save(game_ini);
}
// TODO: remove
extern bool g_aspect_wide;
// TODO: Figure out a better place for this function.
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc)
{
float FloatGLWidth = (float)backbuffer_width;
float FloatGLHeight = (float)backbuffer_height;
float FloatXOffset = 0;
float FloatYOffset = 0;
// The rendering window size
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Handle aspect ratio.
// Default to auto.
bool use16_9 = g_aspect_wide;
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if ( g_ActiveConfig.bWidescreenHack )
{
float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f);
float target_aspect;
switch ( g_ActiveConfig.iAspectRatio )
{
case ASPECT_FORCE_16_9 :
target_aspect = 16.0f / 9.0f;
break;
case ASPECT_FORCE_4_3 :
target_aspect = 4.0f / 3.0f;
break;
case ASPECT_STRETCH :
target_aspect = WinWidth / WinHeight;
break;
default :
// ASPECT_AUTO == no hacking
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if ( adjust > 1 )
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1/adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width.
if (Ratio > 1.0f)
{
// Scale down and center in the X direction.
FloatGLWidth /= Ratio;
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
}
// The window is too high, we have to limit the height
else
{
// Scale down and center in the Y direction.
FloatGLHeight *= Ratio;
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
}
}
// -----------------------------------------------------------------------
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
// The new width and height
FloatGLWidth = FloatGLWidth * Ratio;
FloatGLHeight = FloatGLHeight * Ratio;
// Adjust the X and Y offset
FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
}
int XOffset = (int)(FloatXOffset + 0.5f);
int YOffset = (int)(FloatYOffset + 0.5f);
int iWhidth = (int)ceil(FloatGLWidth);
int iHeight = (int)ceil(FloatGLHeight);
iWhidth -= iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders
iHeight -= iHeight % 4;
rc->left = XOffset;
rc->top = flip ? (int)(YOffset + iHeight) : YOffset;
rc->right = XOffset + iWhidth;
rc->bottom = flip ? YOffset : (int)(YOffset + iHeight);
}

View File

@ -176,6 +176,4 @@ extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc);
#endif // _VIDEO_CONFIG_H_

View File

@ -348,10 +348,8 @@ Renderer::Renderer()
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
CalculateXYScale(dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateXYScale(GetTargetRectangle());
s_LastAA = g_ActiveConfig.iMultisampleMode;
s_LastEFBScale = g_ActiveConfig.iEFBScale;
@ -924,13 +922,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
ResetAPIState();
// Prepare to copy the XFBs to our backbuffer
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
int X = dst_rect.left;
int Y = dst_rect.top;
int Width = dst_rect.right - dst_rect.left;
int Height = dst_rect.bottom - dst_rect.top;
int X = GetTargetRectangle().left;
int Y = GetTargetRectangle().top;
int Width = GetTargetRectangle().right - GetTargetRectangle().left;
int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
// TODO: Redundant checks...
if (X < 0) X = 0;
@ -1018,7 +1015,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// done with drawing the game stuff, good moment to save a screenshot
if (s_bScreenshot)
{
SaveScreenshot(s_sScreenshotName, dst_rect);
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
s_bScreenshot = false;
}
@ -1035,8 +1032,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::context->CopyResource(s_screenshot_texture, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
if (!bLastFrameDumped)
{
s_recordWidth = dst_rect.GetWidth();
s_recordHeight = dst_rect.GetHeight();
s_recordWidth = GetTargetRectangle().GetWidth();
s_recordHeight = GetTargetRectangle().GetHeight();
bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
if (!bAVIDumping)
{
@ -1062,7 +1059,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
w = s_recordWidth;
h = s_recordHeight;
}
char* source_ptr = (char*)map.pData + dst_rect.left*4 + dst_rect.top*map.RowPitch;
char* source_ptr = (char*)map.pData + GetTargetRectangle().left*4 + GetTargetRectangle().top*map.RowPitch;
formatBufferDump(source_ptr, frame_data, s_recordWidth, s_recordHeight, map.RowPitch);
AVIDump::AddFrame(frame_data);
D3D::context->Unmap(s_screenshot_texture, 0);
@ -1178,9 +1175,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
s_backbuffer_height = D3D::GetBackBufferHeight();
}
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
CalculateXYScale(dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateXYScale(GetTargetRectangle());
s_LastEFBScale = g_ActiveConfig.iEFBScale;
CalculateTargetSize();

View File

@ -277,10 +277,8 @@ Renderer::Renderer()
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
CalculateXYScale(dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateXYScale(GetTargetRectangle());
s_LastAA = g_ActiveConfig.iMultisampleMode;
int SupersampleCoeficient = (s_LastAA % 3) + 1;
@ -882,8 +880,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
D3DVIEWPORT9 vp;
// Clear full target screen (edges, borders etc)
@ -903,10 +900,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
}
int X = dst_rect.left;
int Y = dst_rect.top;
int Width = dst_rect.right - dst_rect.left;
int Height = dst_rect.bottom - dst_rect.top;
int X = GetTargetRectangle().left;
int Y = GetTargetRectangle().top;
int Width = GetTargetRectangle().right - GetTargetRectangle().left;
int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
// Sanity check
if (X < 0) X = 0;
@ -970,8 +967,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
//float vScale = (float)fbHeight / (float)GetTargetRectangle().GetHeight();
//float hScale = (float)fbWidth / (float)GetTargetRectangle().GetWidth();
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
@ -1013,7 +1010,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
SaveScreenshot(s_sScreenshotName, dst_rect);
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
s_bScreenshot = false;
}
@ -1027,8 +1024,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
if (!bLastFrameDumped)
{
s_recordWidth = dst_rect.GetWidth();
s_recordHeight = dst_rect.GetHeight();
s_recordWidth = GetTargetRectangle().GetWidth();
s_recordHeight = GetTargetRectangle().GetHeight();
bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
if (!bAVIDumping)
{
@ -1045,7 +1042,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (bAVIDumping)
{
D3DLOCKED_RECT rect;
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, GetTargetRectangle().AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
{
if (!frame_data || w != s_recordWidth || h != s_recordHeight)
{
@ -1139,9 +1136,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{
s_LastAA = newAA;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
CalculateXYScale(dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateXYScale(GetTargetRectangle());
int SupersampleCoeficient = (s_LastAA % 3) + 1;

View File

@ -363,10 +363,8 @@ Renderer::Renderer()
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
CalculateXYScale(dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateXYScale(GetTargetRectangle());
s_LastEFBScale = g_ActiveConfig.iEFBScale;
CalculateTargetSize();
@ -1027,8 +1025,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
ResetAPIState();
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, true, &dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
TargetRectangle flipped_trc = GetTargetRectangle();
// Flip top and bottom for some reason; TODO: Fix the code to suck less?
int tmp = flipped_trc.top;
flipped_trc.top = flipped_trc.bottom;
flipped_trc.bottom = tmp;
// Textured triangles are necessary because of post-processing shaders
@ -1037,7 +1040,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
OGL::TextureCache::DisableStage(i);
// Update GLViewPort
glViewport(dst_rect.left, dst_rect.bottom, dst_rect.GetWidth(), dst_rect.GetHeight());
glViewport(flipped_trc.left, flipped_trc.bottom, flipped_trc.GetWidth(), flipped_trc.GetHeight());
GL_REPORT_ERRORD();
@ -1089,8 +1092,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
//float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
//float hScale = (float)fbWidth / (float)flipped_trc.GetWidth();
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
@ -1167,7 +1170,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
SaveScreenshot(s_sScreenshotName, dst_rect);
SaveScreenshot(s_sScreenshotName, flipped_trc);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot = false;
@ -1178,16 +1181,16 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (g_ActiveConfig.bDumpFrames)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
if (!frame_data || w != dst_rect.GetWidth() ||
h != dst_rect.GetHeight())
if (!frame_data || w != flipped_trc.GetWidth() ||
h != flipped_trc.GetHeight())
{
if (frame_data) delete[] frame_data;
w = dst_rect.GetWidth();
h = dst_rect.GetHeight();
w = flipped_trc.GetWidth();
h = flipped_trc.GetHeight();
frame_data = new char[3 * w * h];
}
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
glReadPixels(flipped_trc.left, flipped_trc.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
if (GL_REPORT_ERROR() == GL_NO_ERROR && w > 0 && h > 0)
{
if (!bLastFrameDumped)
@ -1242,11 +1245,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
std::string movie_file_name;
w = dst_rect.GetWidth();
h = dst_rect.GetHeight();
w = GetTargetRectangle().GetWidth();
h = GetTargetRectangle().GetHeight();
frame_data = new char[3 * w * h];
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
glReadPixels(GetTargetRectangle().left, GetTargetRectangle().bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
if (GL_REPORT_ERROR() == GL_NO_ERROR)
{
if (!bLastFrameDumped)
@ -1311,9 +1314,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode))
{
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
CalculateXYScale(dst_rect);
CalculateXYScale(GetTargetRectangle());
if (CalculateTargetSize() || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode))
{