GPU/HW: Fix 24-bit output broken with >1x res scale
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@ -547,7 +547,7 @@ void GPU_HW_D3D11::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 copy_width = std::min<u32>((display_width * 3) / 2, VRAM_WIDTH - vram_offset_x);
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const u32 scaled_copy_width = copy_width * m_resolution_scale;
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BlitTexture(m_vram_downsample_texture.GetD3DRTV(), vram_offset_x, vram_offset_y, copy_width, display_height,
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m_vram_texture.GetD3DSRV(), scaled_vram_offset_x, scaled_vram_offset_y, scaled_copy_width,
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@ -462,7 +462,7 @@ 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 copy_width = std::min<u32>((display_width * 3) / 2, 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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