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).
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@ -297,11 +297,12 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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m_ps_sel.spritehack = tex->m_spritehack_t;
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m_ps_sel.point_sampler = !bilinear || shader_emulated_sampler;
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GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
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vs_cb.Texture_Scale_Offset.x = TextureScale.x;
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vs_cb.Texture_Scale_Offset.y = TextureScale.y;
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if (PRIM->FST)
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{
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GSVector4 TextureScale = GSVector4(0.0625f) / WH.xyxy();
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vs_cb.Texture_Scale_Offset.x = TextureScale.x;
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vs_cb.Texture_Scale_Offset.y = TextureScale.y;
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//Maybe better?
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//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
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m_ps_sel.fst = 1;
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