DX11: Fix window resizing.
Still some aspect ratio problems though... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5703 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -403,6 +403,11 @@ unsigned int GetBackBufferHeight() { return yres; }
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void Reset()
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{
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DXGI_SWAP_CHAIN_DESC desc;
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D3D::swapchain->ResizeBuffers(1, 0, 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
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swapchain->GetDesc(&desc);
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xres = desc.BufferDesc.Width;
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yres = desc.BufferDesc.Height;
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// TODO: Check whether we need to do anything here
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}
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@ -252,7 +252,7 @@ void SetupDeviceObjects()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled)");
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// TODO: once multisampling gets implemented, this might need to be changed
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D3D11_RASTERIZER_DESC rdesc= CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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D3D11_RASTERIZER_DESC rdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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D3D::device->CreateRasterizerState(&rdesc, &clearraststate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)clearraststate, "rasterizer state for Renderer::ClearScreen");
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@ -489,9 +489,7 @@ void CheckForResize()
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client_height != s_backbuffer_height) &&
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client_width >= 4 && client_height >= 4)
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{
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TeardownDeviceObjects();
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D3D::Reset();
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D3D::Reset();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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WindowResized = true;
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@ -936,15 +934,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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s_target_height = EFB_HEIGHT * yScale;
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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if (WindowResized)
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{
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SetupDeviceObjects();
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}
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else
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{
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FBManager.Destroy();
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FBManager.Create();
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}
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FBManager.Destroy();
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FBManager.Create();
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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}
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