GBA Video: Don't draw sprites using unmapped VRAM in GL renderer (fixes #1865)

This commit is contained in:
Vicki Pfau 2020-08-22 21:56:57 -07:00
parent 597628736f
commit 9841db0d94
2 changed files with 5 additions and 0 deletions

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@ -38,6 +38,7 @@ Emulation fixes:
- GBA Video: Latch scanline at end of Hblank (fixes mgba.io/i/1319)
- GBA Video: Fix Hblank timing
- GBA Video: Invalidate map cache when modifying BGCNT (fixes mgba.io/i/1846)
- GBA Video: Don't draw sprites using unmapped VRAM in GL renderer (fixes mgba.io/i/1865)
- SM83: Emulate HALT bug
Other fixes:
- 3DS: Redo video sync to be more precise

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@ -1630,6 +1630,10 @@ void GBAVideoGLRendererDrawSprite(struct GBAVideoGLRenderer* renderer, struct GB
int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
x >>= 23;
if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
return;
}
int align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10;
int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> 3) : (0x20 >> GBAObjAttributesAGet256Color(sprite->a));