RENDER_FLAGS_TEXTURE_MAP);
render_state |=
(psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
-
+
if((psx_gpu->render_state != render_state) ||
(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
{
void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
u32 width, u32 height)
{
+ if((width == 0) || (height == 0))
+ return;
+
invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
#ifndef NEON_BUILD
u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
u32 draw_x, draw_y;
+ if((width == 0) || (height == 0))
+ return;
+
invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
for(draw_y = 0; draw_y < height; draw_y++)