Fix blurriness of DXVA2 overlay
Also make a drive-by fix for D3DTSS_COLOROP since we don't use vertex colors.
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2dda65078f
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6bb7c8bf2a
1 changed files with 6 additions and 6 deletions
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@ -144,9 +144,8 @@ bool DXVA2Renderer::initializeRenderer()
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m_Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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m_Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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m_Device->SetRenderState(D3DRS_LIGHTING, FALSE);
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m_Device->SetRenderState(D3DRS_LIGHTING, FALSE);
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m_Device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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m_Device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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m_Device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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m_Device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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m_Device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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m_Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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m_Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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m_Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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m_Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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@ -677,12 +676,13 @@ void DXVA2Renderer::notifyOverlayUpdated(Overlay::OverlayType type)
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SDL_FreeSurface(newSurface);
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SDL_FreeSurface(newSurface);
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newSurface = nullptr;
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newSurface = nullptr;
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// Compensate for D3D9's half pixel offset
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VERTEX verts[] =
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VERTEX verts[] =
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{
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{
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{renderRect.x, renderRect.y, 0, 1, 0, 0},
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{renderRect.x - 0.5f, renderRect.y - 0.5f, 0, 1, 0, 0},
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{renderRect.x, renderRect.y+renderRect.h, 0, 1, 0, 1},
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{renderRect.x - 0.5f, renderRect.y + renderRect.h - 0.5f, 0, 1, 0, 1},
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{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 0, 1, 1, 1},
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{renderRect.x + renderRect.w - 0.5f, renderRect.y + renderRect.h - 0.5f, 0, 1, 1, 1},
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{renderRect.x+renderRect.w, renderRect.y, 0, 1, 1, 0}
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{renderRect.x + renderRect.w - 0.5f, renderRect.y - 0.5f, 0, 1, 1, 0}
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};
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};
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ComPtr<IDirect3DVertexBuffer9> newVertexBuffer;
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ComPtr<IDirect3DVertexBuffer9> newVertexBuffer;
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