From 60a90aa51c200b5998f172555e886570a657d117 Mon Sep 17 00:00:00 2001 From: refractionpcsx2 Date: Thu, 20 Aug 2015 23:45:00 +0100 Subject: [PATCH] GSdx-dx11: Another attempt at the nvidia hack, changing the viewport top left slightly also seems to alleviate the issue. Lets see how well this goes down. At worst things will look zoomed out by like, a pixel :P --- plugins/GSdx/GSDevice11.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/plugins/GSdx/GSDevice11.cpp b/plugins/GSdx/GSDevice11.cpp index a15f5b2654..ddcec12998 100644 --- a/plugins/GSdx/GSDevice11.cpp +++ b/plugins/GSdx/GSDevice11.cpp @@ -681,11 +681,11 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* GSSelector sel; //Don't use shading for stretching, we're just passing through - Note: With Win10 it seems to cause other bugs when shading is off if any of the coords is greater than 0 //I really don't know whats going on there, but this seems to resolve it mostly (if not all, not tester a lot of games, only BIOS, FFXII and VP2) - sel.iip = (sRect.y > 0.0f || sRect.w > 0.0f) ? 1 : 0; - sel.prim = 2; //Triangle Strip - SetupGS(sel); + //sel.iip = (sRect.y > 0.0f || sRect.w > 0.0f) ? 1 : 0; + //sel.prim = 2; //Triangle Strip + //SetupGS(sel); - //old code - GSSetShader(NULL); + GSSetShader(NULL); /*END OF HACK*/ @@ -1241,8 +1241,8 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector memset(&vp, 0, sizeof(vp)); - vp.TopLeftX = 0; - vp.TopLeftY = 0; + vp.TopLeftX = -0.01f; + vp.TopLeftY = -0.01f; vp.Width = (float)size.x; vp.Height = (float)size.y; vp.MinDepth = 0.0f;