From 64690df48be1125f458d9f705685e9fe7894dd5b Mon Sep 17 00:00:00 2001 From: Jade Macho Date: Tue, 8 Jul 2025 22:16:16 +0200 Subject: [PATCH] chore: Bump version --- CustomResolution2782/CustomResolution2782.csproj | 2 +- CustomResolution2782/GameSizeState.cs | 9 +++------ 2 files changed, 4 insertions(+), 7 deletions(-) diff --git a/CustomResolution2782/CustomResolution2782.csproj b/CustomResolution2782/CustomResolution2782.csproj index 0abb272..c2d108b 100644 --- a/CustomResolution2782/CustomResolution2782.csproj +++ b/CustomResolution2782/CustomResolution2782.csproj @@ -3,7 +3,7 @@ 0x0ade - 0.4.1.0 + 0.4.2.0 diff --git a/CustomResolution2782/GameSizeState.cs b/CustomResolution2782/GameSizeState.cs index 2288d6d..5687eae 100644 --- a/CustomResolution2782/GameSizeState.cs +++ b/CustomResolution2782/GameSizeState.cs @@ -152,8 +152,7 @@ public unsafe class GameSizeState : IDisposable _immediateBindCSSRVsHook.Enable(); /* And because all that isn't bad enough: - * Hook ID3D11Device funcs based on their vtable indices, to allow mipmap generation, - * and to allow changing the sampler state before drawing. + * Hook CreateTexture2D to forcibly set the mipmap generation flag. */ _createTexture2DHook = Service.GameInteropProvider.HookFromAddress( ((ID3D11Device*) _d3ddev.NativePointer)->lpVtbl[5], @@ -200,8 +199,6 @@ public unsafe class GameSizeState : IDisposable private delegate int CreateTexture2D(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex); - private delegate void Draw(ID3D11DeviceContext* d3dctx, uint vertexCount, uint startVertexLocation); - public void Dispose() { _rtmApplyScalingHook.Dispose(); @@ -593,8 +590,8 @@ public unsafe struct RenderTargetManagerEx [FieldOffset(0)] public RenderTargetManager _; - // Totle screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown. - // Im-game outdoors: Gets blitted to backbuffer. + // Title screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown. + // In-game outdoors: Gets blitted to backbuffer. [FieldOffset(0x68)] public Texture* GameplayTextureUnk1;