mirror of https://github.com/PCSX2/pcsx2.git
gsdx hw: GS can draw 2 frames in a single framebuffer
So let's increase the height. It will increase the memory requirement on some games v2: try to do it automatically (not sure it will useful as most game will requires it) v3: let's back to an hardcoded 1280 size. It generates too much issue
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@ -58,7 +58,16 @@ void GSRendererHW::SetScaling()
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int fb_width = max({ (int)m_context->FRAME.FBW * 64, crtc_size.x , 512 });
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// GS doesn't have a specific register for the FrameBuffer height. so we get the height
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// from physical units of the display rectangle in case the game uses a heigher value of height.
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int fb_height = (fb_width < 1024) ? max(512, crtc_size.y) : 1024;
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//
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// Gregory: the framebuffer must have enough room to draw
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// * at least 2 frames such as FMV (see OI_BlitFMV)
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// * high resolution game such as snowblind engine game
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//
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// Autodetection isn't a good idea because it will create flickering
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// If memory consumption is an issue, there are 2 possibilities
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// * 1/ Avoid to create hundreds of RT
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// * 2/ Use sparse texture (requires recent HW)
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int fb_height = (fb_width < 1024) ? 1280 : 1024;
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int upscaled_fb_w = fb_width * m_upscale_multiplier;
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int upscaled_fb_h = fb_height * m_upscale_multiplier;
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