Video: stride in bytes rather than pixels
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c43ae67b3b
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@ -288,7 +288,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
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D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/4), FLOAT(height));
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D3D::context->RSSetViewports(1, &vp);
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D3D::stateman->SetInputLayout(m_quadLayout);
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@ -300,7 +300,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
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XFBEncodeParams params = { 0 };
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params.Width = FLOAT(width);
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params.Width = FLOAT(width/2);
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params.Height = FLOAT(height);
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params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
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params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
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@ -325,7 +325,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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// Copy to staging buffer
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D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/2, height, 1);
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D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, width/4, height, 1);
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D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
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// Clean up state
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@ -353,7 +353,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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u8* src = (u8*)map.pData;
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for (unsigned int y = 0; y < height; ++y)
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{
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memcpy(dst, src, 2*width);
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memcpy(dst, src, width);
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dst += bpmem.copyMipMapStrideChannels*32;
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src += map.RowPitch;
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}
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@ -335,7 +335,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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// We enable linear filtering, because the GameCube does filtering in the vertical direction when
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// yscale is enabled.
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// Otherwise we get jaggies when a game uses yscaling (most PAL games)
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride * 2, true);
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
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FramebufferManager::SetFramebuffer(0);
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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@ -251,7 +251,7 @@ static void BPWritten(const BPCmd& bp)
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height = MAX_XFB_HEIGHT;
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}
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u32 stride = bpmem.copyMipMapStrideChannels << 4;
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u32 stride = bpmem.copyMipMapStrideChannels << 5;
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WARN_LOG(VIDEO, "RenderToXFB: destAddr: %08x | srcRect {%d %d %d %d} | fbWidth: %u | fbStride: %u | fbHeight: %u",
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destAddr, srcRect.left, srcRect.top, srcRect.right, srcRect.bottom, bpmem.copyTexSrcWH.x + 1, stride, height);
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Renderer::RenderToXFB(destAddr, srcRect, stride, height, s_gammaLUT[PE_copy.gamma]);
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@ -123,9 +123,9 @@ void FramebufferManagerBase::CopyToXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight,
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CopyToVirtualXFB(xfbAddr, fbStride, fbHeight, sourceRc, Gamma);
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}
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void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
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void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
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{
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VirtualXFBListType::iterator vxfb = FindVirtualXFB(xfbAddr, fbWidth, fbHeight);
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VirtualXFBListType::iterator vxfb = FindVirtualXFB(xfbAddr, sourceRc.GetWidth(), fbHeight);
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if (m_virtualXFBList.end() == vxfb)
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{
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@ -165,7 +165,7 @@ void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHe
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}
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vxfb->xfbSource->srcAddr = vxfb->xfbAddr = xfbAddr;
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vxfb->xfbSource->srcWidth = vxfb->xfbWidth = fbWidth;
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vxfb->xfbSource->srcWidth = vxfb->xfbWidth = sourceRc.GetWidth();
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vxfb->xfbSource->srcHeight = vxfb->xfbHeight = fbHeight;
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vxfb->xfbSource->sourceRc = g_renderer->ConvertEFBRectangle(sourceRc);
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