GPU: Clamp coordinates to 11 bits after applying drawing offset
Fixes flickering in some scenes (e.g. Galbadia Missile Base).
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48fba47ee6
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5302f83818
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@ -251,10 +251,15 @@ protected:
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{
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u32 bits;
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BitField<u32, s32, 0, 12> x;
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BitField<u32, s32, 16, 12> y;
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BitField<u32, s32, 0, 11> x;
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BitField<u32, s32, 16, 11> y;
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};
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// Vertices have to be clamped to 11 bits before rendering. Normally this would happen as part of the scanline,
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// 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
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// in the first scene of Galbadia Missile Base, the screen will flicker.
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ALWAYS_INLINE static s32 VertexPositionToVRAMCoordinate(s32 x) { return SignExtendN<11, s32>(x); }
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union VRAMPixel
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{
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u16 bits;
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@ -61,8 +61,8 @@ protected:
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ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 u_, u16 v_)
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{
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x = x_;
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y = y_;
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x = VertexPositionToVRAMCoordinate(x_);
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y = VertexPositionToVRAMCoordinate(y_);
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color = color_;
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texpage = texpage_;
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u = u_;
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@ -303,12 +303,12 @@ void GPU_SW::DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex
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if (IsClockwiseWinding(v0, v1, v2))
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std::swap(v1, v2);
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const s32 px0 = v0->x + m_drawing_offset.x;
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const s32 py0 = v0->y + m_drawing_offset.y;
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const s32 px1 = v1->x + m_drawing_offset.x;
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const s32 py1 = v1->y + m_drawing_offset.y;
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const s32 px2 = v2->x + m_drawing_offset.x;
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const s32 py2 = v2->y + m_drawing_offset.y;
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const s32 px0 = VertexPositionToVRAMCoordinate(v0->x + m_drawing_offset.x);
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const s32 py0 = VertexPositionToVRAMCoordinate(v0->y + m_drawing_offset.y);
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const s32 px1 = VertexPositionToVRAMCoordinate(v1->x + m_drawing_offset.x);
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const s32 py1 = VertexPositionToVRAMCoordinate(v1->y + m_drawing_offset.y);
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const s32 px2 = VertexPositionToVRAMCoordinate(v2->x + m_drawing_offset.x);
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const s32 py2 = VertexPositionToVRAMCoordinate(v2->y + m_drawing_offset.y);
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// Barycentric coordinates at minX/minY corner
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const s32 ws = orient2d(px0, py0, px1, py1, px2, py2);
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@ -425,7 +425,7 @@ void GPU_SW::DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8
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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 = VertexPositionToVRAMCoordinate(origin_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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@ -433,7 +433,7 @@ 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 = VertexPositionToVRAMCoordinate(origin_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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@ -649,8 +649,8 @@ void GPU_SW::DrawLine(const SWVertex* p0, const SWVertex* p1)
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for (s32 i = 0; i <= k; i++)
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{
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const s32 x = m_drawing_offset.x + FixedToIntCoord(current_x);
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const s32 y = m_drawing_offset.y + FixedToIntCoord(current_y);
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const s32 x = VertexPositionToVRAMCoordinate(m_drawing_offset.x + FixedToIntCoord(current_x));
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const s32 y = VertexPositionToVRAMCoordinate(m_drawing_offset.y + FixedToIntCoord(current_y));
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const u8 r = shading_enable ? FixedColorToInt(current_r) : p0->color_r;
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const u8 g = shading_enable ? FixedColorToInt(current_g) : p0->color_g;
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