diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c index d0000e915..f45ea9eb2 100644 --- a/src/render/ps2/SDL_render_ps2.c +++ b/src/render/ps2/SDL_render_ps2.c @@ -47,6 +47,7 @@ typedef struct { GSGLOBAL *gsGlobal; uint64_t drawColor; + SDL_Rect *viewport; int32_t vsync_callback_id; uint8_t vsync; /* 0 (Disabled), 1 (Enabled), 2 (Dynamic) */ } PS2_RenderData; @@ -190,6 +191,19 @@ static int PS2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) } static int PS2_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd) +{ + PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata; + const SDL_Rect *viewport = &cmd->data.viewport.rect; + data->viewport = (SDL_Rect *)viewport; + + data->gsGlobal->OffsetX = (int)((2048.0f + (float)viewport->x) * 16.0f); + data->gsGlobal->OffsetY = (int)((2048.0f + (float)viewport->y) * 16.0f); + gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h)); + + return 0; +} + +static int PS2_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd) { return 0; /* nothing to do in this backend. */ } @@ -303,26 +317,24 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL static int PS2_RenderSetViewPort(SDL_Renderer *renderer, SDL_RenderCommand *cmd) { - PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata; - const SDL_Rect *viewport = &cmd->data.viewport.rect; - - gsKit_set_display_offset(data->gsGlobal, viewport->x, viewport->y); - gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h)); - - return 0; + return 0; /* nothing to do in this backend. */ } static int PS2_RenderSetClipRect(SDL_Renderer *renderer, SDL_RenderCommand *cmd) { PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata; + SDL_Rect *viewport = data->viewport; const SDL_Rect *rect = &cmd->data.cliprect.rect; if (cmd->data.cliprect.enabled) { - gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(rect->x, rect->x + rect->w, rect->y, rect->y + rect->h)); - } else { - gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET); + /* We need to do it relative to saved viewport */ + viewport->x += rect->x; + viewport->y += rect->y; + viewport->w = SDL_min(viewport->w, rect->w); + viewport->h = SDL_min(viewport->h, rect->h); } + gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h)); return 0; } @@ -343,7 +355,8 @@ static int PS2_RenderSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd static int PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd) { - int colorR, colorG, colorB, colorA; + int colorR, colorG, colorB, colorA, offsetX, offsetY; + SDL_Rect *viewport; PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata; @@ -351,8 +364,24 @@ static int PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd) colorG = (cmd->data.color.g); colorB = (cmd->data.color.b); colorA = (cmd->data.color.a); + + /* Clear the screen, so let's put default viewport */ + gsKit_set_scissor(data->gsGlobal, GS_SCISSOR_RESET); + /* Put back original offset */ + offsetX = data->gsGlobal->OffsetX; + offsetY = data->gsGlobal->OffsetY; + data->gsGlobal->OffsetX = (int)(2048.0f * 16.0f); + data->gsGlobal->OffsetY = (int)(2048.0f * 16.0f); gsKit_clear(data->gsGlobal, GS_SETREG_RGBAQ(colorR, colorG, colorB, colorA, 0x00)); + /* Put back original offset */ + data->gsGlobal->OffsetX = offsetX; + data->gsGlobal->OffsetY = offsetY; + + // /* Put back view port */ + viewport = data->viewport; + gsKit_set_scissor(data->gsGlobal, GS_SETREG_SCISSOR(viewport->x, viewport->x + viewport->w, viewport->y, viewport->y + viewport->h)); + return 0; } @@ -645,7 +674,7 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags) renderer->SetTextureScaleMode = PS2_SetTextureScaleMode; renderer->SetRenderTarget = PS2_SetRenderTarget; renderer->QueueSetViewport = PS2_QueueSetViewport; - renderer->QueueSetDrawColor = PS2_QueueSetViewport; + renderer->QueueSetDrawColor = PS2_QueueSetDrawColor; renderer->QueueDrawPoints = PS2_QueueDrawPoints; renderer->QueueDrawLines = PS2_QueueDrawPoints; renderer->QueueGeometry = PS2_QueueGeometry;