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@ -213,12 +213,16 @@ void RasterizerOpenGL::DrawTriangles() {
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// Scissor checks are window-, not viewport-relative, which means that if the cached texture
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// sub-rect changes, the scissor bounds also need to be updated.
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GLint scissor_x1 = static_cast<GLint>(rect.left + regs.scissor_test.x1 * color_surface->res_scale_width);
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GLint scissor_y1 = static_cast<GLint>(rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height);
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GLint scissor_x1 =
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static_cast<GLint>(rect.left + regs.scissor_test.x1 * color_surface->res_scale_width);
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GLint scissor_y1 =
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static_cast<GLint>(rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height);
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// x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
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// scaling or doing multisampling.
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GLint scissor_x2 = static_cast<GLint>(rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width);
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GLint scissor_y2 = static_cast<GLint>(rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height);
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GLint scissor_x2 =
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static_cast<GLint>(rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width);
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GLint scissor_y2 = static_cast<GLint>(
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rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height);
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if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
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uniform_block_data.data.scissor_x2 != scissor_x2 ||
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