GPU: Fix incorrect handling of check mask bit
Fixes boxes in Silent Hill in Software Renderer.
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@ -870,7 +870,7 @@ void GPU::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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{
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// TODO: Handle unaligned reads...
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u16* pixel_ptr = &dst_row_ptr[(x + col++) % VRAM_WIDTH];
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if (((*pixel_ptr) & mask_and) == mask_and)
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if (((*pixel_ptr) & mask_and) == 0)
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*pixel_ptr = *(src_ptr++) | mask_or;
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}
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}
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@ -892,7 +892,7 @@ void GPU::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 he
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{
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const u16 src_pixel = src_row_ptr[(src_x + col) % VRAM_WIDTH];
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u16* dst_pixel_ptr = &dst_row_ptr[(dst_x + col) % VRAM_WIDTH];
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if ((*dst_pixel_ptr & mask_and) == mask_and)
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if ((*dst_pixel_ptr & mask_and) == 0)
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*dst_pixel_ptr = src_pixel | mask_or;
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}
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}
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@ -390,9 +390,17 @@ protected:
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return ((bits & MASK) == MASK);
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}
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// During transfer/render operations, if ((dst_pixel & mask_and) == mask_and) { pixel = src_pixel | mask_or }
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u16 GetMaskAND() const { return check_mask_before_draw ? 0x8000 : 0x0000; }
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u16 GetMaskOR() const { return set_mask_while_drawing ? 0x8000 : 0x0000; }
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// During transfer/render operations, if ((dst_pixel & mask_and) == 0) { pixel = src_pixel | mask_or }
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u16 GetMaskAND() const
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{
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// return check_mask_before_draw ? 0x8000 : 0x0000;
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return Truncate16((bits << 3) & 0x8000);
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}
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u16 GetMaskOR() const
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{
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// return set_mask_while_drawing ? 0x8000 : 0x0000;
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return Truncate16((bits << 4) & 0x8000);
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}
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} m_GPUSTAT = {};
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struct DrawMode
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@ -570,7 +570,7 @@ void GPU_SW::ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 tex
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}
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const u16 mask_and = m_GPUSTAT.GetMaskAND();
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if ((bg_color.bits & mask_and) != mask_and)
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if ((bg_color.bits & mask_and) != 0)
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return;
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SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
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