GS: Don't clamp scissor to fbw

HW tests indicate this doesn't happen
This commit is contained in:
TellowKrinkle 2022-08-30 20:05:27 -05:00 committed by lightningterror
parent 6279ae63ce
commit e40a93e389
2 changed files with 0 additions and 4 deletions

View File

@ -3926,8 +3926,6 @@ bool GSRendererHW::SwPrimRender()
bbox.w++;
}
scissor.z = std::min<int>(scissor.z, (int)context->FRAME.FBW * 64); // TODO: find a game that overflows and check which one is the right behaviour
data.scissor = scissor;
data.bbox = bbox;
data.frame = g_perfmon.GetFrame();

View File

@ -368,8 +368,6 @@ void GSRendererSW::Draw()
GSVector4i r = bbox.rintersect(scissor);
scissor.z = std::min<int>(scissor.z, (int)context->FRAME.FBW * 64); // TODO: find a game that overflows and check which one is the right behaviour
sd->scissor = scissor;
sd->bbox = bbox;
sd->frame = g_perfmon.GetFrame();