Fix xBRZ output code to use sdl.clip rect rather than recompute destination rectangle

This commit is contained in:
Jonathan Campbell
2018-06-29 17:11:46 -07:00
parent ebdfc33d77
commit 3a8d77fe1b

View File

@@ -3653,11 +3653,12 @@ void GFX_EndUpdate( const Bit16u *changedLines ) {
// we assume render buffer is *not* scaled! // we assume render buffer is *not* scaled!
const int outputHeight = sdl.surface->h; const int outputHeight = sdl.surface->h;
const int outputWidth = sdl.surface->w; const int outputWidth = sdl.surface->w;
int clipWidth = outputWidth; int clipWidth = sdl.clip.w;
int clipHeight = outputHeight; int clipHeight = sdl.clip.h;
int clipX = 0; int clipX = sdl.clip.x;
int clipY = 0; int clipY = sdl.clip.y;
#if 0
if (render.aspect) { if (render.aspect) {
if (outputWidth > sdl.srcAspect.xToY * outputHeight) // output broader than input => black bars left and right if (outputWidth > sdl.srcAspect.xToY * outputHeight) // output broader than input => black bars left and right
{ {
@@ -3670,6 +3671,7 @@ void GFX_EndUpdate( const Bit16u *changedLines ) {
clipY = (outputHeight - clipHeight) / 2; clipY = (outputHeight - clipHeight) / 2;
} }
} }
#endif
// 1. xBRZ-scale render buffer into xbrz pixel buffer // 1. xBRZ-scale render buffer into xbrz pixel buffer
int xbrzWidth = 0; int xbrzWidth = 0;