diff --git a/src/core/gpu.h b/src/core/gpu.h index 84497c435..21d39c734 100644 --- a/src/core/gpu.h +++ b/src/core/gpu.h @@ -251,15 +251,10 @@ protected: { u32 bits; - BitField x; - BitField y; + BitField x; + BitField y; }; - // Vertices have to be clamped to 11 bits before rendering. Normally this would happen as part of the scanline, - // but in the hardware renderers we'll do it at the vertex. FF8 is a good test case here, once you go too far left - // in the first scene of Galbadia Missile Base, the screen will flicker. - ALWAYS_INLINE static s32 VertexPositionToVRAMCoordinate(s32 x) { return SignExtendN<11, s32>(x); } - union VRAMPixel { u16 bits; diff --git a/src/core/gpu_hw.h b/src/core/gpu_hw.h index 1d5f2f4da..58ba08581 100644 --- a/src/core/gpu_hw.h +++ b/src/core/gpu_hw.h @@ -61,8 +61,8 @@ protected: ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 u_, u16 v_) { - x = VertexPositionToVRAMCoordinate(x_); - y = VertexPositionToVRAMCoordinate(y_); + x = x_; + y = y_; color = color_; texpage = texpage_; u = u_; diff --git a/src/core/gpu_sw.cpp b/src/core/gpu_sw.cpp index 8829dab9f..0f91d994f 100644 --- a/src/core/gpu_sw.cpp +++ b/src/core/gpu_sw.cpp @@ -322,12 +322,12 @@ void GPU_SW::DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex if (IsClockwiseWinding(v0, v1, v2)) std::swap(v1, v2); - const s32 px0 = VertexPositionToVRAMCoordinate(v0->x + m_drawing_offset.x); - const s32 py0 = VertexPositionToVRAMCoordinate(v0->y + m_drawing_offset.y); - const s32 px1 = VertexPositionToVRAMCoordinate(v1->x + m_drawing_offset.x); - const s32 py1 = VertexPositionToVRAMCoordinate(v1->y + m_drawing_offset.y); - const s32 px2 = VertexPositionToVRAMCoordinate(v2->x + m_drawing_offset.x); - const s32 py2 = VertexPositionToVRAMCoordinate(v2->y + m_drawing_offset.y); + const s32 px0 = v0->x + m_drawing_offset.x; + const s32 py0 = v0->y + m_drawing_offset.y; + const s32 px1 = v1->x + m_drawing_offset.x; + const s32 py1 = v1->y + m_drawing_offset.y; + const s32 px2 = v2->x + m_drawing_offset.x; + const s32 py2 = v2->y + m_drawing_offset.y; // Barycentric coordinates at minX/minY corner const s32 ws = orient2d(px0, py0, px1, py1, px2, py2); @@ -444,7 +444,7 @@ void GPU_SW::DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 for (u32 offset_y = 0; offset_y < height; offset_y++) { - const s32 y = VertexPositionToVRAMCoordinate(origin_y + static_cast(offset_y)); + const s32 y = origin_y + static_cast(offset_y); if (y < static_cast(m_drawing_area.top) || y > static_cast(m_drawing_area.bottom)) continue; @@ -452,7 +452,7 @@ 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 = VertexPositionToVRAMCoordinate(origin_x + static_cast(offset_x)); + const s32 x = origin_x + static_cast(offset_x); if (x < static_cast(m_drawing_area.left) || x > static_cast(m_drawing_area.right)) continue; @@ -668,8 +668,8 @@ void GPU_SW::DrawLine(const SWVertex* p0, const SWVertex* p1) for (s32 i = 0; i <= k; i++) { - const s32 x = VertexPositionToVRAMCoordinate(m_drawing_offset.x + FixedToIntCoord(current_x)); - const s32 y = VertexPositionToVRAMCoordinate(m_drawing_offset.y + FixedToIntCoord(current_y)); + const s32 x = m_drawing_offset.x + FixedToIntCoord(current_x); + const s32 y = m_drawing_offset.y + FixedToIntCoord(current_y); const u8 r = shading_enable ? FixedColorToInt(current_r) : p0->color_r; const u8 g = shading_enable ? FixedColorToInt(current_g) : p0->color_g;