GPU/D3D11: Fix broken 24-bit display/interlacing when upscaled

This commit is contained in:
Connor McLaughlin 2020-04-10 00:43:18 +10:00
parent f0a3e66d08
commit 5a19abbbd3
1 changed files with 1 additions and 2 deletions

View File

@ -571,8 +571,7 @@ void GPU_HW_D3D11::UpdateDisplay()
ID3D11PixelShader* display_pixel_shader = ID3D11PixelShader* display_pixel_shader =
m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Get(); m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Get();
SetViewportAndScissor(reinterpret_start_x, m_crtc_state.display_vram_top, reinterpret_width, SetViewportAndScissor(reinterpret_start_x, scaled_vram_offset_y, reinterpret_width, scaled_display_height);
scaled_display_height);
DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms)); DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), m_display_texture.GetWidth(), m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), m_display_texture.GetWidth(),