Allow MakePixelTexture to use a subrange.

For example, if it has a larger texture it wants to reuse, it can control
this via texcoords.  Let's keep it at top left, though.
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2017-03-22 20:56:26 -07:00
parent d408b9980a
commit 3fbb545451
13 changed files with 33 additions and 25 deletions
+1 -1
View File
@@ -178,7 +178,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
shaderManager_ = sm;
}
void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
u8 *convBuf = NULL;
D3DLOCKED_RECT rect;