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@ -344,17 +344,18 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
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// Convert the scissor box coordinates to 12.4 fixed point
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u16 scissor_left = (u16)(regs.scissor_test.GetLeft() << 4);
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u16 scissor_top = (u16)(regs.scissor_test.GetTop() << 4);
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u16 scissor_right = (u16)(regs.scissor_test.right << 4);
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u16 scissor_bottom = (u16)(regs.scissor_test.bottom << 4);
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u16 scissor_x1 = (u16)( regs.scissor_test.x1 << 4);
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u16 scissor_y1 = (u16)( regs.scissor_test.y1 << 4);
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// x2,y2 have +1 added to cover the entire sub-pixel area
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u16 scissor_x2 = (u16)((regs.scissor_test.x2 + 1) << 4);
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u16 scissor_y2 = (u16)((regs.scissor_test.y2 + 1) << 4);
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if (regs.scissor_test.mode == Regs::ScissorMode::Include) {
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// Calculate the new bounds
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min_x = std::max(min_x, scissor_right);
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min_y = std::max(min_y, scissor_bottom);
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max_x = std::min(max_x, scissor_left);
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max_y = std::min(max_y, scissor_top);
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min_x = std::max(min_x, scissor_x1);
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min_y = std::max(min_y, scissor_y1);
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max_x = std::min(max_x, scissor_x2);
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max_y = std::min(max_y, scissor_y2);
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}
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min_x &= Fix12P4::IntMask();
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@ -397,10 +398,10 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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for (u16 x = min_x + 8; x < max_x; x += 0x10) {
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// Do not process the pixel if it's inside the scissor box and the scissor mode is set to Exclude
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if (regs.scissor_test.mode == Regs::ScissorMode::Exclude &&
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x >= scissor_right && x <= scissor_left &&
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y >= scissor_bottom && y <= scissor_top) {
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continue;
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if (regs.scissor_test.mode == Regs::ScissorMode::Exclude) {
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if (x >= scissor_x1 && x < scissor_x2 &&
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y >= scissor_y1 && y < scissor_y2)
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continue;
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}
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// Calculate the barycentric coordinates w0, w1 and w2
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