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D3D: Set the viewport to the full target size when doing EFB pokes.
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CrossVR committed Jun 7, 2015
1 parent b0afb08 commit cfc2356
Showing 1 changed file with 3 additions and 0 deletions.
3 changes: 3 additions & 0 deletions Source/Core/VideoBackends/D3D/Render.cpp
Expand Up @@ -472,6 +472,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState();

D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
D3D::context->RSSetViewports(1, &vp);

D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
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