PixelShaderGen: Use correct texel to pixel mapping when sampling textures

(D3D9 only)

Fixes issue 2068.
Fixes issue 5158.
This commit is contained in:
NeoBrainX 2012-02-17 17:09:17 +01:00
parent bea635d1d5
commit e58692653a
2 changed files with 9 additions and 3 deletions

View File

@ -24,7 +24,7 @@
// Increment this every time you change shader generation code.
enum
{
LINEAR_DISKCACHE_VER = 6969
LINEAR_DISKCACHE_VER = 6970
};
// On disk format:

View File

@ -1100,6 +1100,12 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
{
if (ApiType == API_D3D11)
WRITE(p, "%s=Tex%d.Sample(samp%d, %s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
else if (ApiType & API_D3D9)
{
// D3D9 uses different pixel to texel mapping, so we need to offset our base address by half a pixel.
// Read the MSDN article "Directly Mapping Texels to Pixels (Direct3D 9)" for further info.
WRITE(p, "%s=tex2D(samp%d, (%s.xy + float2(0.5f,0.5f)) * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
}
else
WRITE(p, "%s=tex2D(samp%d, %s.xy * "I_TEXDIMS"[%d].xy).%s;\n", destination, texmap, texcoords, texmap, texswap);
}