gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release.

This commit is contained in:
lightningterror 2019-06-01 16:46:17 +02:00
parent a1a6374709
commit 976b77f144
3 changed files with 3 additions and 2 deletions

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@ -454,6 +454,7 @@ CRC::Game CRC::m_games[] =
{0x9184AAF1, Jak2, US, 0},
{0x12804727, Jak3, EU, 0},
{0x644CFD03, Jak3, US, 0},
{0x23F8D35B, Jak3, NoRegion, 0}, // EU Preview, US International
{0xDF659E77, JakX, EU, 0}, // Jak X: Combat Racing
{0x3091E6FB, JakX, US, 0},
{0x4653CA3E, HarleyDavidson, US, 0},

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@ -289,7 +289,7 @@ bool GSDevice11::Create(const std::shared_ptr<GSWnd> &wnd)
std::string convert_mstr[1];
convert_mstr[0] = format("%d", m_upscale_multiplier ? m_upscale_multiplier : 1);
convert_mstr[0] = format("%d", std::max(1, m_upscale_multiplier));
D3D_SHADER_MACRO convert_macro[] =
{

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@ -388,7 +388,7 @@ bool GSDeviceOGL::Create(const std::shared_ptr<GSWnd> &wnd)
// Upload once and forget about it.
// Use value of 1 when upscale multiplier is 0 for ScalingFactor,
// this is to avoid doing math with 0 in shader. It helps custom res be less broken.
m_misc_cb_cache.ScalingFactor = GSVector4i(theApp.GetConfigI("upscale_multiplier") ? theApp.GetConfigI("upscale_multiplier") : 1);
m_misc_cb_cache.ScalingFactor = GSVector4i(std::max(1, theApp.GetConfigI("upscale_multiplier")));
m_convert.cb->cache_upload(&m_misc_cb_cache);
theApp.LoadResource(IDR_CONVERT_GLSL, shader);