D3D9: Offset vertices used to copy textures by 0.5.

I __think__ this is the actually correct way to do it, but not sure. Someone please have a look at this...
Not sure if this changes anything anyway, since we're using scissor rects to clip this stuff anyway... Maybe the screen edges weren't cleaned properly before though.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7063 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2011-02-04 18:15:14 +00:00
parent 1339c06d6e
commit f7d757b46e
3 changed files with 23 additions and 18 deletions

View file

@ -434,13 +434,15 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
// Fills a certain area of the current render target with the specified color
// Z buffer disabled; destination coordinates normalized to (-1;1)
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
void drawColorQuad(int DestWidth, int DestHeight, u32 Color, float x1, float y1, float x2, float y2)
{
float dw = 1.f / (float)DestWidth;
float dh = 1.f / (float)DestHeight;
struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
{ x1, y2, 0.f, 1.f, Color },
{ x2, y2, 0.f, 1.f, Color },
{ x1, y1, 0.f, 1.f, Color },
{ x2, y1, 0.f, 1.f, Color },
{ x1-dw, y2+dh, 0.f, 1.f, Color },
{ x2-dw, y2+dh, 0.f, 1.f, Color },
{ x1-dw, y1+dh, 0.f, 1.f, Color },
{ x2-dw, y1+dh, 0.f, 1.f, Color },
};
dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
dev->SetPixelShader(PixelShaderCache::GetClearProgram());
@ -449,13 +451,15 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
RestoreShaders();
}
void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
void drawClearQuad(int DestWidth, int DestHeight, u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader)
{
float dw = 1.f / (float)DestWidth;
float dh = 1.f / (float)DestHeight;
struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
{-1.0f, 1.0f, z, 1.0f, Color},
{ 1.0f, 1.0f, z, 1.0f, Color},
{ 1.0f, -1.0f, z, 1.0f, Color},
{-1.0f, -1.0f, z, 1.0f, Color}
{-1.0f-dw, 1.0f+dh, z, 1.0f, Color},
{ 1.0f-dw, 1.0f+dh, z, 1.0f, Color},
{ 1.0f-dw, -1.0f+dh, z, 1.0f, Color},
{-1.0f-dw, -1.0f+dh, z, 1.0f, Color}
};
dev->SetVertexShader(Vshader);
dev->SetPixelShader(PShader);