mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Use std max for scaling factor, bonus add jak3 crc id for eu preview/us international release.
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@ -454,6 +454,7 @@ CRC::Game CRC::m_games[] =
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{0x9184AAF1, Jak2, US, 0},
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{0x12804727, Jak3, EU, 0},
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{0x644CFD03, Jak3, US, 0},
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{0x23F8D35B, Jak3, NoRegion, 0}, // EU Preview, US International
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{0xDF659E77, JakX, EU, 0}, // Jak X: Combat Racing
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{0x3091E6FB, JakX, US, 0},
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{0x4653CA3E, HarleyDavidson, US, 0},
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@ -289,7 +289,7 @@ bool GSDevice11::Create(const std::shared_ptr<GSWnd> &wnd)
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std::string convert_mstr[1];
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convert_mstr[0] = format("%d", m_upscale_multiplier ? m_upscale_multiplier : 1);
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convert_mstr[0] = format("%d", std::max(1, m_upscale_multiplier));
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D3D_SHADER_MACRO convert_macro[] =
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{
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@ -388,7 +388,7 @@ bool GSDeviceOGL::Create(const std::shared_ptr<GSWnd> &wnd)
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// Upload once and forget about it.
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// Use value of 1 when upscale multiplier is 0 for ScalingFactor,
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// this is to avoid doing math with 0 in shader. It helps custom res be less broken.
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m_misc_cb_cache.ScalingFactor = GSVector4i(theApp.GetConfigI("upscale_multiplier") ? theApp.GetConfigI("upscale_multiplier") : 1);
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m_misc_cb_cache.ScalingFactor = GSVector4i(std::max(1, theApp.GetConfigI("upscale_multiplier")));
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m_convert.cb->cache_upload(&m_misc_cb_cache);
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theApp.LoadResource(IDR_CONVERT_GLSL, shader);
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