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GS/HW: Properly scale depth up if required when native scaling is in use
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committed by
lightningterror
parent
bb4ee5f0fb
commit
2c7a168029
@@ -3892,7 +3892,7 @@ void GSRendererHW::Draw()
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{
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const GSVector2i unscaled_size(ds->m_unscaled_size.x, ds->m_unscaled_size.y);
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ds->m_scale = 1;
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ds->ResizeTexture(ds->m_unscaled_size.x * target_scale, ds->m_unscaled_size.y * target_scale, true);
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ds->ResizeTexture(ds->m_unscaled_size.x * target_scale, ds->m_unscaled_size.y * target_scale, true, true, GSVector4i::loadh(ds->m_unscaled_size * target_scale));
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// Slightly abusing the texture resize.
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ds->m_scale = target_scale;
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ds->m_unscaled_size = unscaled_size;
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@@ -1722,7 +1722,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
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if (found_t && (bw != t->m_TEX0.TBW || t->m_TEX0.PSM != psm))
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match = false;
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//if (!t_clean && can_convert)
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// Different swizzle, different width, and dirty, so probably not what we want.
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// DevCon.Warning("Expected %x Got %x shuffle %d draw %d", psm, t_psm, possible_shuffle, GSState::s_n);
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if (match)
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{
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@@ -2775,7 +2775,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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if (!tex)
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return nullptr;
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if (scale == 1.0f)
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if (scale == 1.0f && type == RenderTarget)
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{
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// When using native HPO, the top-left column/row of pixels are often not drawn. Clamp these away to avoid sampling black,
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// causing bleeding into the edges of the downsampled texture.
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@@ -268,7 +268,7 @@ public:
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void UpdateValidChannels(u32 psm, u32 fbmsk);
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/// Resizes target texture, DOES NOT RESCALE.
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bool ResizeTexture(int new_unscaled_width, int new_unscaled_height, bool recycle_old = true, bool require_offset = false, GSVector4i offset = GSVector4i::zero(), bool keep_old = false);
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bool ResizeTexture(int new_unscaled_width, int new_unscaled_height, bool recycle_old = true, bool require_new_rect = false, GSVector4i new_rect = GSVector4i::zero(), bool keep_old = false);
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private:
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void UpdateTextureDebugName();
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