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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-06-01 22:08:28 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-06-01 22:08:28 +0000
commitb6f85b8c26f54ca77d6c05aa0619ab595f11b548 (patch)
treedd32c31ca825cc964b19eeb01e83c99b8cd7bb47 /src/osd/windows/drawd3d.c
parent7fe681849356c8fcad26b21a85ec0895ccdb42a2 (diff)
Kill height-based HLSL prescaling, only prescale based on frame width. Brings Kangaroo's prescale down from 5 to 2 and thus within a more reasonable GPU budget. Games that have a ridiculously higher vertical resolution than horizontal resolution will still have issues.
Diffstat (limited to 'src/osd/windows/drawd3d.c')
-rw-r--r--src/osd/windows/drawd3d.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/osd/windows/drawd3d.c b/src/osd/windows/drawd3d.c
index 87ea817ec62..699c3dfcccd 100644
--- a/src/osd/windows/drawd3d.c
+++ b/src/osd/windows/drawd3d.c
@@ -3978,8 +3978,8 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
// Find the nearest prescale factor that is over our screen size
int hlsl_prescale = 1;
while(texture->rawwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
- while(texture->rawheight * hlsl_prescale < d3d->height) hlsl_prescale++;
d3d->hlsl_prescale_size = hlsl_prescale;
+ printf("%d, %d, %d\n", texture->rawwidth, texture->rawheight, hlsl_prescale);
result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth * hlsl_prescale, texture->rawheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture0[idx]);
if (result != D3D_OK)
@@ -4073,8 +4073,8 @@ static texture_info *texture_create(d3d_info *d3d, const render_texinfo *texsour
// Find the nearest prescale factor that is over our screen size
int hlsl_prescale = 1;
while(scwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
- while(scheight * hlsl_prescale < d3d->height) hlsl_prescale++;
d3d->hlsl_prescale_size = hlsl_prescale;
+ printf("%d, (%d, %d)\n", texture->rawwidth, scwidth, scheight);
result = (*d3dintf->device.create_texture)(d3d->device, scwidth * hlsl_prescale, scheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &d3d->hlsltexture0[idx]);
if (result != D3D_OK)