mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: fix bad detection of overlapping
avoid rendering corruption with SW blending
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@ -460,20 +460,44 @@ GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap()
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size_t count = m_vertex.next;
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GSVertex* v = &m_vertex.buff[0];
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// You have no guarantee on the sprite order, first vertex can be either top-left or bottom-left
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// There is a high probability that the draw call will uses same ordering for all vertices.
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// In order to keep a small performance impact only the first sprite will be checked
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//
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// Some safe-guard will be added in the outer-loop to avoid corruption with a limited perf impact
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if (v[1].XYZ.Y < v[0].XYZ.Y) {
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// First vertex is Top-Left
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for(size_t i = 0; i < count; i += 2) {
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// Very bad code
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if (v[i+1].XYZ.Y > v[i].XYZ.Y) {
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return PRIM_OVERLAP_UNKNOW;
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}
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GSVector4i vi(v[i].XYZ.X, v[i+1].XYZ.Y, v[i+1].XYZ.X, v[i].XYZ.Y);
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for (size_t j = i+2; j < count; j += 2) {
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GSVector4i vj(v[j].XYZ.X, v[j+1].XYZ.Y, v[j+1].XYZ.X, v[j].XYZ.Y);
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GSVector4i inter = vi.rintersect(vj);
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if (!inter.rempty()) {
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return PRIM_OVERLAP_YES;
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}
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}
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}
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} else {
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// First vertex is Bottom-Left
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for(size_t i = 0; i < count; i += 2) {
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if (v[i+1].XYZ.Y < v[i].XYZ.Y) {
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return PRIM_OVERLAP_UNKNOW;
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}
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GSVector4i vi(v[i].XYZ.X, v[i].XYZ.Y, v[i+1].XYZ.X, v[i+1].XYZ.Y);
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for (size_t j = i+2; j < count; j += 2) {
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GSVector4i vj(v[j].XYZ.X, v[j].XYZ.Y, v[j+1].XYZ.X, v[j+1].XYZ.Y);
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GSVector4i inter = vi.rintersect(vj);
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if (!inter.rempty()) {
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//fprintf(stderr, "Overlap found between %d and %d (draw of %d vertices)\n", i, j, count);
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return PRIM_OVERLAP_YES;
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}
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}
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}
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}
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//fprintf(stderr, "Yes, code can be optimized (draw of %d vertices)\n", count);
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//fprintf(stderr, "%d: Yes, code can be optimized (draw of %d vertices)\n", s_n, count);
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return PRIM_OVERLAP_NO;
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}
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