GPU/HW: Fix off-by-one in sprite UV rect calculation

CheckForTexPageOverlap() makes it exclusive already.

Fixes replacements for FF8 title screen not applying in the third
texture page, because it thought it was sampling from an unwritten
area of VRAM.
pull/3435/head
Stenzek 6 months ago
parent e55dabfaa4
commit eee67a30da
No known key found for this signature in database

@ -2782,7 +2782,7 @@ void GPU_HW::DrawSprite(const GPUBackendDrawRectangleCommand* cmd)
if (cmd->texture_enable && ShouldCheckForTexPageOverlap())
{
CheckForTexPageOverlap(cmd, GSVector4i(static_cast<s32>(tex_left), static_cast<s32>(tex_top),
static_cast<s32>(tex_right), static_cast<s32>(tex_bottom)));
static_cast<s32>(tex_right) - 1, static_cast<s32>(tex_bottom) - 1));
}
const u32 base_vertex = m_batch_vertex_count;

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