Revert "GPU: Clamp coordinates to 11 bits after applying drawing offset"

This reverts commit 5302f83818.

This is not the correct fix, and breaks other games.
This commit is contained in:
Connor McLaughlin
2020-04-04 19:31:08 +10:00
parent 7ace31d05f
commit 3cfead36c4
3 changed files with 14 additions and 19 deletions

View File

@ -251,15 +251,10 @@ protected:
{
u32 bits;
BitField<u32, s32, 0, 11> x;
BitField<u32, s32, 16, 11> y;
BitField<u32, s32, 0, 12> x;
BitField<u32, s32, 16, 12> y;
};
// Vertices have to be clamped to 11 bits before rendering. Normally this would happen as part of the scanline,
// but in the hardware renderers we'll do it at the vertex. FF8 is a good test case here, once you go too far left
// in the first scene of Galbadia Missile Base, the screen will flicker.
ALWAYS_INLINE static s32 VertexPositionToVRAMCoordinate(s32 x) { return SignExtendN<11, s32>(x); }
union VRAMPixel
{
u16 bits;