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:
Kojin 2018-12-22 07:23:55 -05:00 committed by lightningterror
parent 1957cf13c2
commit a2f3b78bac
1 changed files with 4 additions and 3 deletions

View File

@ -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;