GPU: Fix 24-bit scanout being cut-off at >1x resolution scale
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@ -474,12 +474,14 @@ void GPU_HW_OpenGL::UpdateDisplay()
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// Because of how the reinterpret shader works, we need to use the downscaled version.
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if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
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{
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const u32 copy_width = std::min<u32>((display_width * 4) / 3, VRAM_WIDTH - vram_offset_x);
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const u32 scaled_copy_width = copy_width * m_resolution_scale;
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m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(
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scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
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scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_copy_width,
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scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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vram_offset_x + copy_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT,
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GL_NEAREST);
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m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_downsample_texture->Bind();
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