SWRasterizer: Don't draw outside of framebuffer

This commit is contained in:
Jannik Vogel 2016-03-14 15:38:16 +01:00
parent a2024d7497
commit 0bbe8c54cd

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@ -380,6 +380,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
for (u16 y = min_y + 8; y < max_y; y += 0x10) { for (u16 y = min_y + 8; y < max_y; y += 0x10) {
for (u16 x = min_x + 8; x < max_x; x += 0x10) { for (u16 x = min_x + 8; x < max_x; x += 0x10) {
// Don't draw pixels outside of framebuffer
// framebuffer.height is actually "framebuffer height - 1"
const auto& framebuffer = g_state.regs.framebuffer;
if (x >> 4 >= framebuffer.width || y >> 4 > framebuffer.height)
continue;
// Calculate the barycentric coordinates w0, w1 and w2 // Calculate the barycentric coordinates w0, w1 and w2
int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y}); int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y}); int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});