GPU: Truncate sprite/rectangle positions to 12 bits before rendering

Fixes disappearing objects in Skullmonkeys.
This commit is contained in:
Connor McLaughlin
2020-04-27 12:51:17 +10:00
parent 63692a012f
commit 304391bd00
3 changed files with 16 additions and 14 deletions

View File

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