mirror of https://github.com/PCSX2/pcsx2.git
GS: Don't clamp scissor to fbw
HW tests indicate this doesn't happen
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@ -3926,8 +3926,6 @@ bool GSRendererHW::SwPrimRender()
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bbox.w++;
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}
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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
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data.scissor = scissor;
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data.bbox = bbox;
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data.frame = g_perfmon.GetFrame();
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@ -368,8 +368,6 @@ void GSRendererSW::Draw()
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GSVector4i r = bbox.rintersect(scissor);
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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
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sd->scissor = scissor;
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sd->bbox = bbox;
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sd->frame = g_perfmon.GetFrame();
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