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++)
break;
case 0x02:
- render_block_fill(psx_gpu, list[0] & 0xFFFFFF, list_s16[2], list_s16[3],
- list_s16[4] & 0x3FF, list_s16[5] & 0x3FF);
+ render_block_fill(psx_gpu, list[0] & 0xFFFFFF, list_s16[2] & 0x3FF,
+ list_s16[3] & 0x1FF, list_s16[4] & 0x3FF, list_s16[5] & 0x1FF);
break;
case 0x20 ... 0x23:
case 0xA0: // sys -> vid
{
- u32 load_x = list_s16[2];
- u32 load_y = list_s16[3];
- u32 load_width = list_s16[4];
- u32 load_height = list_s16[5];
+ u32 load_x = list_s16[2] & 0x3FF;
+ u32 load_y = list_s16[3] & 0x1FF;
+ u32 load_width = list_s16[4] & 0x3FF;
+ u32 load_height = list_s16[5] & 0x1FF;
u32 load_size = load_width * load_height;
command_length += load_size / 2;