diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 0fae3166b..989d3df2a 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -343,6 +343,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, bool reversed = false) { const auto& regs = g_state.regs; + const auto& framebuffer = regs.framebuffer; MICROPROFILE_SCOPE(GPU_Rasterization); // vertex positions in rasterizer coordinates @@ -391,6 +392,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, max_x = Fix12P4::FromInt((max_x + frac).Int()); max_y = Fix12P4::FromInt((max_y + frac).Int()); + // Keep pixels inside framebuffer + min_x = std::max(min_x, Fix12P4::Zero()); + min_y = std::max(min_y, Fix12P4::Zero()); + max_x = std::min(max_x, Fix12P4::FromInt(framebuffer.GetWidth())); + max_y = std::min(max_y, Fix12P4::FromInt(framebuffer.GetHeight())); + // Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not // drawn. Pixels on any other triangle border are drawn. This is implemented with three bias // values which are added to the barycentric coordinates w0, w1 and w2, respectively. @@ -417,7 +424,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, auto textures = regs.GetTextures(); auto tev_stages = regs.GetTevStages(); - bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && g_state.regs.framebuffer.depth_format == Regs::DepthFormat::D24S8; + bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && framebuffer.depth_format == Regs::DepthFormat::D24S8; const auto stencil_test = g_state.regs.output_merger.stencil_test; // Enter rasterization loop, starting at the center of the topleft bounding box corner. @@ -1002,7 +1009,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } } - if (regs.framebuffer.allow_depth_stencil_write != 0 && output_merger.depth_write_enable) + if (framebuffer.allow_depth_stencil_write != 0 && output_merger.depth_write_enable) SetDepth(x.Int(), y.Int(), z); // The stencil depth_pass action is executed even if depth testing is disabled @@ -1211,7 +1218,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, output_merger.alpha_enable ? blend_output.a() : dest.a() }; - if (regs.framebuffer.allow_color_write != 0) + if (framebuffer.allow_color_write != 0) DrawPixel(x.Int(), y.Int(), result); } }