GPU/D3D11: Fix broken 24-bit display/interlacing when upscaled
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@ -571,8 +571,7 @@ void GPU_HW_D3D11::UpdateDisplay()
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ID3D11PixelShader* display_pixel_shader =
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ID3D11PixelShader* display_pixel_shader =
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m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Get();
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m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Get();
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SetViewportAndScissor(reinterpret_start_x, m_crtc_state.display_vram_top, reinterpret_width,
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SetViewportAndScissor(reinterpret_start_x, scaled_vram_offset_y, reinterpret_width, scaled_display_height);
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scaled_display_height);
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DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
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DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
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m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), m_display_texture.GetWidth(),
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m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), m_display_texture.GetWidth(),
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