Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution

This commit is contained in:
Henrik Rydgård 2018-02-12 14:10:54 +01:00
parent 88e8229159
commit 7421f2aff6

View File

@ -991,7 +991,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
int fbo_w, fbo_h;
draw_->GetFramebufferDimensions(extraFBOs_[0], &fbo_w, &fbo_h);
SetViewport2D(0, 0, fbo_w, fbo_h);
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
draw_->SetScissorRect(0, 0, fbo_w, fbo_h);
shaderManager_->DirtyLastShader(); // dirty lastShader_
PostShaderUniforms uniforms{};
CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
@ -999,8 +999,8 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
DrawActiveTexture(0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL, flags);
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
// Use the extra FBO, with applied post-processing shader, as a texture.
// fbo_bind_as_texture(extraFBOs_[0], FB_COLOR_BIT, 0);