Adapt to dehardcoded framebuffers and address feedback

This commit is contained in:
ReinUsesLisp 2018-07-19 19:13:31 -03:00
parent 0103eb706e
commit 44df125f0a

View file

@ -220,8 +220,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
else
{
SrcX0 = (CropLeft * Window.Width) / NativeWidth;
SrcX1 = (CropRight * Window.Width) / NativeWidth;
SrcX0 = CropLeft;
SrcX1 = CropRight;
}
if (CropTop == 0 && CropBottom == 0)
@ -231,8 +231,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
else
{
SrcY0 = (CropTop * Window.Height) / NativeHeight;
SrcY1 = (CropBottom * Window.Height) / NativeHeight;
SrcY0 = CropTop;
SrcY1 = CropBottom;
}
float RatioX = MathF.Min(1f, (Window.Height * (float)NativeWidth) / ((float)NativeHeight * Window.Width));
@ -261,9 +261,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BlitFramebuffer(
SrcX0, SrcY0, SrcX1, SrcY1,
DstX0, DstY0, DstX1, DstY1,
ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Nearest);
SetViewport(Viewport);
ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear);
BindCurrentFramebuffer();
}