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
This commit is contained in:
refractionpcsx2 2015-08-20 23:45:00 +01:00
parent d2e4dac9ab
commit 60a90aa51c
1 changed files with 6 additions and 6 deletions

View File

@ -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;