mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Fix Depth FST
Texture scaling for x/y values wasn't being set in all cases. This ensures that it is to fix a bug in finding nemo (and possibly others).
This commit is contained in:
parent
1957cf13c2
commit
a2f3b78bac
|
@ -297,11 +297,12 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
|
||||||
m_ps_sel.spritehack = tex->m_spritehack_t;
|
m_ps_sel.spritehack = tex->m_spritehack_t;
|
||||||
m_ps_sel.point_sampler = !bilinear || shader_emulated_sampler;
|
m_ps_sel.point_sampler = !bilinear || shader_emulated_sampler;
|
||||||
|
|
||||||
if (PRIM->FST)
|
|
||||||
{
|
|
||||||
GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
|
GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
|
||||||
vs_cb.Texture_Scale_Offset.x = TextureScale.x;
|
vs_cb.Texture_Scale_Offset.x = TextureScale.x;
|
||||||
vs_cb.Texture_Scale_Offset.y = TextureScale.y;
|
vs_cb.Texture_Scale_Offset.y = TextureScale.y;
|
||||||
|
|
||||||
|
if (PRIM->FST)
|
||||||
|
{
|
||||||
//Maybe better?
|
//Maybe better?
|
||||||
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
|
||||||
m_ps_sel.fst = 1;
|
m_ps_sel.fst = 1;
|
||||||
|
|
Loading…
Reference in New Issue