rend.ResolutionPercentage acceptable values are now from 1 to 100; naming fix

This commit is contained in:
Marcel Szewczyk 2019-01-25 16:43:46 +01:00
parent aa3475738a
commit 377fb6ace0
1 changed files with 13 additions and 4 deletions

View File

@ -1630,7 +1630,8 @@ void OSD_DRAW()
#endif
}
void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & screenToNativeY) {
void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & screenToNativeYScale)
{
// Generate and bind a render buffer which will become a depth buffer
if (!fullscreenQuad.framebufferRenderbuffer) {
glGenRenderbuffers(1, &fullscreenQuad.framebufferRenderbuffer);
@ -1683,7 +1684,7 @@ void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & scre
glBindFramebuffer(GL_FRAMEBUFFER, fullscreenQuad.framebuffer);
}
glViewport(0, 0, screen_width * screenToNativeXScale, screen_height * screenToNativeY);
glViewport(0, 0, screen_width * screenToNativeXScale, screen_height * screenToNativeYScale);
}
bool ProcessFrame(TA_context* ctx)
@ -1808,8 +1809,16 @@ bool RenderFrame()
//these should be adjusted based on the current PVR scaling etc params
float dc_width = 640;
float dc_height = 480;
float screenToNativeXScale = settings.rend.HorizontalResolution / 100.0f;
float screenToNativeYScale = settings.rend.VerticalResolution / 100.0f;
float screenToNativeXScale = 1.0f;
float screenToNativeYScale = 1.0f;
if (settings.rend.HorizontalResolution >= 1 && settings.rend.HorizontalResolution < 100) {
screenToNativeXScale = settings.rend.HorizontalResolution / 100.0f;
}
if (settings.rend.VerticalResolution >= 1 && settings.rend.VerticalResolution < 100) {
screenToNativeYScale = settings.rend.VerticalResolution / 100.0f;
}
if (!is_rtt)
{