BPStructs: fix out-of-range EFB copy clamping
Previous code from #7950 only clamps correctly when the efb copies left and top coordinates are (0, 0) Now we should handle all situations. Spyro: A hero's tail is an example of a game that does an oversized EFB copy with a non-zero origin.
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@ -3,6 +3,7 @@
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#include "VideoCommon/BPStructs.h"
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <string>
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@ -237,26 +238,19 @@ static void BPWritten(const BPCmd& bp)
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// writing the junk data, we don't write anything to RAM at all for over-sized copies, and clamp
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// to the EFB borders for over-offset copies. The arcade virtual console games (e.g. 1942) are
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// known for configuring these out-of-range copies.
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if (u32(srcRect.right) > EFB_WIDTH || u32(srcRect.bottom) > EFB_HEIGHT)
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{
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WARN_LOG_FMT(VIDEO, "Oversized EFB copy: {}x{} (offset {},{} stride {})", srcRect.GetWidth(),
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srcRect.GetHeight(), srcRect.left, srcRect.top, destStride);
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// Clamp the copy region to fit within EFB. So that we don't end up with a stretched image.
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srcRect.right = std::clamp<int>(srcRect.right, 0, EFB_WIDTH);
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srcRect.bottom = std::clamp<int>(srcRect.bottom, 0, EFB_HEIGHT);
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}
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u32 copy_width = srcRect.GetWidth();
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u32 copy_height = srcRect.GetHeight();
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if (srcRect.right > EFB_WIDTH || srcRect.bottom > EFB_HEIGHT)
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{
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WARN_LOG_FMT(VIDEO, "Oversized EFB copy: {}x{} (offset {},{} stride {})", copy_width,
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copy_height, srcRect.left, srcRect.top, destStride);
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// Adjust the copy size to fit within the EFB. So that we don't end up with a stretched image,
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// instead of clamping the source rectangle, we reduce it by the over-sized amount.
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if (copy_width > EFB_WIDTH)
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{
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srcRect.right -= copy_width - EFB_WIDTH;
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copy_width = EFB_WIDTH;
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}
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if (copy_height > EFB_HEIGHT)
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{
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srcRect.bottom -= copy_height - EFB_HEIGHT;
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copy_height = EFB_HEIGHT;
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}
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}
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// Check if we are to copy from the EFB or draw to the XFB
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const UPE_Copy PE_copy = bpmem.triggerEFBCopy;
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