GPU: Truncate sprite/rectangle positions to 12 bits before rendering
Fixes disappearing objects in Skullmonkeys.
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@ -514,24 +514,24 @@ template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
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void GPU_SW::DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, u8 origin_texcoord_x,
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u8 origin_texcoord_y)
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{
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origin_x += m_drawing_offset.x;
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origin_y += m_drawing_offset.y;
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const s32 start_x = TruncateVertexPosition(m_drawing_offset.x + origin_x);
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const s32 start_y = TruncateVertexPosition(m_drawing_offset.y + origin_y);
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{
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const u32 clip_left = static_cast<u32>(std::clamp<s32>(origin_x, m_drawing_area.left, m_drawing_area.right));
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const u32 clip_left = static_cast<u32>(std::clamp<s32>(start_x, m_drawing_area.left, m_drawing_area.right));
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const u32 clip_right =
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static_cast<u32>(std::clamp<s32>(origin_x + static_cast<s32>(width), m_drawing_area.left, m_drawing_area.right)) +
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static_cast<u32>(std::clamp<s32>(start_x + static_cast<s32>(width), m_drawing_area.left, m_drawing_area.right)) +
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1u;
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const u32 clip_top = static_cast<u32>(std::clamp<s32>(start_y, m_drawing_area.top, m_drawing_area.bottom));
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const u32 clip_bottom =
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static_cast<u32>(std::clamp<s32>(start_y + static_cast<s32>(height), m_drawing_area.top, m_drawing_area.bottom)) +
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1u;
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const u32 clip_top = static_cast<u32>(std::clamp<s32>(origin_y, m_drawing_area.top, m_drawing_area.bottom));
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const u32 clip_bottom = static_cast<u32>(std::clamp<s32>(origin_y + static_cast<s32>(height), m_drawing_area.top,
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m_drawing_area.bottom)) +
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1u;
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AddDrawRectangleTicks(clip_right - clip_left, clip_bottom - clip_top, texture_enable);
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}
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for (u32 offset_y = 0; offset_y < height; offset_y++)
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{
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const s32 y = origin_y + static_cast<s32>(offset_y);
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const s32 y = start_y + static_cast<s32>(offset_y);
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if (y < static_cast<s32>(m_drawing_area.top) || y > static_cast<s32>(m_drawing_area.bottom))
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continue;
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@ -539,7 +539,7 @@ void GPU_SW::DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8
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for (u32 offset_x = 0; offset_x < width; offset_x++)
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{
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const s32 x = origin_x + static_cast<s32>(offset_x);
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const s32 x = start_x + static_cast<s32>(offset_x);
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if (x < static_cast<s32>(m_drawing_area.left) || x > static_cast<s32>(m_drawing_area.right))
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continue;
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