gpu_neon: rework buffering to reduce flickering
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_4x.c
index bd6c7a1..7b3ee85 100644 (file)
@@ -1,11 +1,3 @@
-#define select_enhancement_buf_index(psx_gpu, x) \\r
-  ((psx_gpu)->enhancement_buf_by_x16[(u32)(x) / \\r
-    (1024u / sizeof((psx_gpu)->enhancement_buf_by_x16))])\r
-\r
-#define select_enhancement_buf_ptr(psx_gpu, x) \\r
-  ((psx_gpu)->enhancement_buf_ptr + \\r
-    (select_enhancement_buf_index(psx_gpu, x) << 20))\r
-\r
 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)\r
 \r
 #ifndef zip_4x32b\r
@@ -325,12 +317,12 @@ render_block_handler_struct render_sprite_block_handlers_4x[] =
   render_sprite_blocks_switch_block_4x()\r
 };\r
 \r
-\r
 void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,\r
  s32 width, s32 height, u32 flags, u32 color)\r
 {\r
   s32 x_right = x + width - 1;\r
   s32 y_bottom = y + height - 1;\r
+  s16 end_x;\r
 \r
 #ifdef PROFILE\r
   sprites++;\r
@@ -352,8 +344,12 @@ void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
     height -= clip;\r
   }\r
 \r
-  if(x_right > psx_gpu->viewport_end_x)\r
-    width -= x_right - psx_gpu->viewport_end_x;\r
+  end_x = psx_gpu->viewport_end_x;\r
+  if (end_x - psx_gpu->viewport_start_x + 1 > 512)\r
+    end_x = psx_gpu->viewport_start_x + 511;\r
+\r
+  if(x_right > end_x)\r
+    width -= x_right - end_x;\r
 \r
   if(y_bottom > psx_gpu->viewport_end_y)\r
     height -= y_bottom - psx_gpu->viewport_end_y;\r
@@ -361,7 +357,9 @@ void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
   if((width <= 0) || (height <= 0))\r
     return;\r
 \r
-  psx_gpu->vram_out_ptr = select_enhancement_buf_ptr(psx_gpu, x);\r
+  if (!psx_gpu->enhancement_current_buf_ptr)\r
+    return;\r
+  psx_gpu->vram_out_ptr = psx_gpu->enhancement_current_buf_ptr;\r
 \r
   x *= 2;\r
   y *= 2;\r