GPU: Use half width vector types where appropriate
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@ -319,15 +319,15 @@ protected:
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virtual void DrawRendererStats();
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virtual void OnBufferSwapped();
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ALWAYS_INLINE_RELEASE void AddDrawTriangleTicks(GSVector4i v1, GSVector4i v2, GSVector4i v3, bool shaded,
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ALWAYS_INLINE_RELEASE void AddDrawTriangleTicks(GSVector2i v1, GSVector2i v2, GSVector2i v3, bool shaded,
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bool textured, bool semitransparent)
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{
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// This will not produce the correct results for triangles which are partially outside the clip area.
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// However, usually it'll undershoot not overshoot. If we wanted to make this more accurate, we'd need to intersect
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// the edges with the clip rectangle.
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// TODO: Coordinates are exclusive, so off by one here...
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const GSVector4i clamp_min = m_clamped_drawing_area; // would be xyxy(), but zw isn't used.
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const GSVector4i clamp_max = m_clamped_drawing_area.zwzw();
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const GSVector2i clamp_min = GSVector2i::load(&m_clamped_drawing_area.x);
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const GSVector2i clamp_max = GSVector2i::load(&m_clamped_drawing_area.z);
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v1 = v1.sat_i32(clamp_min, clamp_max);
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v2 = v2.sat_i32(clamp_min, clamp_max);
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v3 = v3.sat_i32(clamp_min, clamp_max);
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