mirror of https://github.com/PCSX2/pcsx2.git
GS: Limit scissor optimisation, fix repeat condition
Only allow scissors to happen on single draws, multiple draws (likely using it as a texture map) will possibly falsely limit the range.
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@ -3184,7 +3184,7 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(const GIFRegTEX0& TEX0, c
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// Adjust texture range when sprites get scissor clipped. Since we linearly interpolate, this
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// optimization doesn't work when perspective correction is enabled.
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if (m_vt.m_primclass == GS_SPRITE_CLASS && PRIM->FST == 1)
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if (m_vt.m_primclass == GS_SPRITE_CLASS && PRIM->FST == 1 && m_index.tail < 3)
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{
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// When coordinates are fractional, GS appears to draw to the right/bottom (effectively
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// taking the ceiling), not to the top/left (taking the floor).
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@ -3198,14 +3198,14 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(const GIFRegTEX0& TEX0, c
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const GSVector2 grad(uv_range / pos_range);
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// we need to check that it's not going to repeat over the non-clipped part
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if (wms != CLAMP_REGION_REPEAT && (wms != CLAMP_REPEAT || (static_cast<int>(st.x) & ~tw_mask) != (static_cast<int>(st.z) & ~tw_mask)))
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if (wms != CLAMP_REGION_REPEAT && (wms != CLAMP_REPEAT || (static_cast<int>(st.x) & ~tw_mask) == (static_cast<int>(st.z) & ~tw_mask)))
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{
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if (int_rc.left < scissored_rc.left)
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st.x += floor(static_cast<float>(scissored_rc.left - int_rc.left)* grad.x);
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if (int_rc.right > scissored_rc.right)
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st.z -= floor(static_cast<float>(int_rc.right - scissored_rc.right) * grad.x);
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}
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if (wmt != CLAMP_REGION_REPEAT && (wmt != CLAMP_REPEAT || (static_cast<int>(st.y) & ~th_mask) != (static_cast<int>(st.w) & ~th_mask)))
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if (wmt != CLAMP_REGION_REPEAT && (wmt != CLAMP_REPEAT || (static_cast<int>(st.y) & ~th_mask) == (static_cast<int>(st.w) & ~th_mask)))
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{
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if (int_rc.top < scissored_rc.top)
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st.y += floor(static_cast<float>(scissored_rc.top - int_rc.top) * grad.y);
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