diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2014-02-17 08:55:19 +0100 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2014-02-17 08:55:19 +0100 |
| commit | 73691a8587e5f09ef138384d2ff97e4059ba9380 (patch) | |
| tree | 1b5509192851cdd3e6c09251c0051b33d8d3ca15 /Source/Core/VideoBackends/D3D/Render.cpp | |
| parent | a8ca2c6cc2ed6177bd26b6c022b919179a8ce37a (diff) | |
| parent | 3fd87a7636ff434118a5d7f7334550be8db55c0b (diff) | |
Merge pull request #86 from lioncash/vertical-alignments2-electric-boogaloo
Second and final pass of clearing out tabs.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 4220e4c87d..f9b40dddbd 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -465,9 +465,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL); D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f, - - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f, - (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f, - - (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f); + - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f, + (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f, + - (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f); RestoreAPIState(); return 0; @@ -514,10 +514,9 @@ void Renderer::SetViewport() Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y); // Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, - Wd, Ht, - 0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; - 1.f); // xfregs.viewport.farZ / 16777216.0f; + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, + 0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; + 1.f); // xfregs.viewport.farZ / 16777216.0f; D3D::context->RSSetViewports(1, &vp); } |
