mirror of https://github.com/PCSX2/pcsx2.git
gsdx: fix previous commit with a scaling factor
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@ -818,8 +818,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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// You typically hit this code in snow engine game. Dstsize is the size of of Dx/GL RT
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// which is arbitrary set to 1280 (biggest RT used by GS). h/w are based on the input texture
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// so the only reliable way to find the real size of the target is to use the TBW value.
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uint32 real_width = dst->m_TEX0.TBW * 64u;
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m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i(real_width/2u, 0, real_width, h));
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float real_width = dst->m_TEX0.TBW * 64u * dst->m_texture->GetScale().x;
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m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i(real_width/2.0f, 0, real_width, h));
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} else {
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m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i(0, 0, w, h)); // <= likely wrong dstsize.x could be bigger than w
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}
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