GPU/D3D11: Fix broken 24-bit display/interlacing when upscaled

pull/285/head
Connor McLaughlin 5 years ago
parent f0a3e66d08
commit 5a19abbbd3

@ -571,8 +571,7 @@ void GPU_HW_D3D11::UpdateDisplay()
ID3D11PixelShader* display_pixel_shader =
m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)].Get();
SetViewportAndScissor(reinterpret_start_x, m_crtc_state.display_vram_top, reinterpret_width,
scaled_display_height);
SetViewportAndScissor(reinterpret_start_x, scaled_vram_offset_y, reinterpret_width, scaled_display_height);
DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), m_display_texture.GetWidth(),

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