Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2011-05-12 02:14:45 +00:00
parent 8cb2443c2f
commit 8024783502
16 changed files with 229 additions and 261 deletions

View File

@ -54,8 +54,8 @@ D3DTexture2D* FramebufferManager::GetResolvedEFBDepthTexture()
FramebufferManager::FramebufferManager()
{
const unsigned int target_width = Renderer::GetFullTargetWidth();
const unsigned int target_height = Renderer::GetFullTargetHeight();
const unsigned int target_width = Renderer::GetTargetWidth();
const unsigned int target_height = Renderer::GetTargetHeight();
DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
// EFB color texture - primary render target
@ -221,7 +221,7 @@ void XFBSource::CopyEFB(float Gamma)
D3D::SetLinearCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),Gamma);