GSdx-TC: Remove some old hacks

Previously, we only calculated the width of a single output circuit which lead to missing a single pixel from the other output circuit which in turn causes offset issues in Persona games, I have customized GetDisplayRect() to now also calculate the dimensions of the merged rectangle when both the output circuits are enabled through the PMODE register, so this hack is no longer needed. :)

TL;DR - The above commit of mine accurately handles the offset issues by calculating union of the rects, removing this stupid hack. (not insulting any other developers, this stupid hack was mine :)
This commit is contained in:
Akash 2016-12-31 19:53:54 +05:30
parent b56ff3fce7
commit 6c521c36dd
1 changed files with 0 additions and 5 deletions

View File

@ -416,11 +416,6 @@ void GSTextureCache::ScaleTexture(GSTexture* texture)
{ {
int width = m_renderer->GetDisplayRect(-1, true).width(); int width = m_renderer->GetDisplayRect(-1, true).width();
int height = m_renderer->GetDisplayRect(-1, true).height(); int height = m_renderer->GetDisplayRect(-1, true).height();
int real_height = static_cast<int>(round(m_renderer->GetInternalResolution().y / texture->GetScale().y));
// Fixes offset issues on Persona 3 (512x511) where real value of height is 512
if (real_height % height == 1)
height = real_height;
GSVector2i requested_resolution = m_renderer->GetCustomResolution(); GSVector2i requested_resolution = m_renderer->GetCustomResolution();
scale_factor.x = static_cast<float>(requested_resolution.x) / width; scale_factor.x = static_cast<float>(requested_resolution.x) / width;