diff options
Diffstat (limited to 'backends/platform')
-rw-r--r-- | backends/platform/psp/display_client.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/backends/platform/psp/display_client.cpp b/backends/platform/psp/display_client.cpp index 9d4f573e28..630b486988 100644 --- a/backends/platform/psp/display_client.cpp +++ b/backends/platform/psp/display_client.cpp @@ -690,10 +690,15 @@ void GuRenderer::fillVertices(Vertex *vertices) { // now the coordinates within it are 0 to the edge of the area of the texture we want to draw float textureStartX = textureFix + _offsetInBuffer.x; float textureStartY = textureFix + _offsetInBuffer.y; - // even when we draw one of several textures, we use the whole drawsize of the image. The GU - // will draw what it can with the texture it has and scale it properly for us. - float textureEndX = -textureFix + _offsetInBuffer.x + _drawSize.width - _textureLoadOffset.x; - float textureEndY = -textureFix + _offsetInBuffer.y + _drawSize.height - _textureLoadOffset.y; + + int textureLeftX = _drawSize.width - _textureLoadOffset.x; + if (textureLeftX > 512) + textureLeftX = 512; + int textureLeftY = _drawSize.height - _textureLoadOffset.y; + if (textureLeftY > 512) + textureLeftY = 512; + float textureEndX = -textureFix + _offsetInBuffer.x + textureLeftX; + float textureEndY = -textureFix + _offsetInBuffer.y + textureLeftY; // For scaling to the final image size, calculate the gaps on both sides uint32 gapX = _useGlobalScaler ? (PSP_SCREEN_WIDTH - outputWidth) >> 1 : 0; uint32 gapY = _useGlobalScaler ? (PSP_SCREEN_HEIGHT - outputHeight) >> 1 : 0; @@ -707,13 +712,8 @@ void GuRenderer::fillVertices(Vertex *vertices) { float imageEndX, imageEndY; - if (_fullScreen) { // shortcut - imageEndX = PSP_SCREEN_WIDTH - gapX + scaledOffsetOnScreenX; - imageEndY = PSP_SCREEN_HEIGHT - gapY + scaledOffsetOnScreenY; // needed for screen shake - } else { /* !fullScreen */ - imageEndX = gapX + scaledOffsetOnScreenX + scaleSourceToOutput(true, stretch(true, _drawSize.width)); - imageEndY = gapY + scaledOffsetOnScreenY + scaleSourceToOutput(false, stretch(false, _drawSize.height)); - } + imageEndX = imageStartX + scaleSourceToOutput(true, stretch(true, textureLeftX)); + imageEndY = imageStartY + scaleSourceToOutput(false, stretch(false, textureLeftY)); vertices[0].u = textureStartX; vertices[0].v = textureStartY; |