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authorPierre Bourdon <delroth@gmail.com>2014-02-17 08:55:19 +0100
committerPierre Bourdon <delroth@gmail.com>2014-02-17 08:55:19 +0100
commit73691a8587e5f09ef138384d2ff97e4059ba9380 (patch)
tree1b5509192851cdd3e6c09251c0051b33d8d3ca15 /Source/Core/VideoBackends/D3D/Render.cpp
parenta8ca2c6cc2ed6177bd26b6c022b919179a8ce37a (diff)
parent3fd87a7636ff434118a5d7f7334550be8db55c0b (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.cpp13
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);
}