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d3d: Apply a half pixel offset when rendering.
Makes things a lot sharper, although there still seem to be problems. This makes it so the viewport aligns with pixel edges rather than centers at whole integers.
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@@ -449,6 +449,10 @@ namespace DX9 {
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if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
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shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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}
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void FramebufferManagerDX9::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb) {
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@@ -497,6 +501,10 @@ namespace DX9 {
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if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
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shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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}
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void FramebufferManagerDX9::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) {
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@@ -512,6 +520,10 @@ namespace DX9 {
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if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
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shaderManager_->DirtyUniform(DIRTY_PROJMATRIX);
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shaderManager_->DirtyUniform(DIRTY_PROJTHROUGHMATRIX);
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}
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}
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void FramebufferManagerDX9::CopyDisplayToOutput() {
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