Correct uv bound pointers in arm vertexjit.

This commit is contained in:
Unknown W. Brackets 2015-09-13 14:52:10 -07:00
parent 93e9d6cd56
commit dff4aeb30f
11 changed files with 66 additions and 62 deletions

View file

@ -874,11 +874,11 @@ void FramebufferManager::BindFramebufferColor(int stage, u32 fbRawAddress, Virtu
// If max is not > min, we probably could not detect it. Skip.
// See the vertex decoder, where this is updated.
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) != 0 && gstate_c.vertMaxU > gstate_c.vertMinU) {
x = gstate_c.vertMinU;
y = gstate_c.vertMinV;
w = gstate_c.vertMaxU - x;
h = gstate_c.vertMaxV - y;
if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) != 0 && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
x = gstate_c.vertBounds.minU;
y = gstate_c.vertBounds.minV;
w = gstate_c.vertBounds.maxU - x;
h = gstate_c.vertBounds.maxV - y;
// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {