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SDL2: PSP: Fixed render-to-texture larger than screen
I found if I try to make texture bigger than screen and use it as a frame buffer, it gets cuts of content. To ensure that render will be valid, I making sure scissors were initialised properly. P.S. This works on hardware, however, emulator PPSSPP seems has a bug in this case, so I going to report that and making the simple demo.
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@@ -87,8 +87,6 @@ typedef struct
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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SDL_Texture *target;
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float draw_offset_x;
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float draw_offset_y;
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@@ -1100,7 +1098,8 @@ static void SetDrawState(PSP_RenderData *data)
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if (data->drawstate.cliprect_enabled_dirty) {
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if (!data->drawstate.cliprect_enabled && !data->drawstate.viewport_is_set) {
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sceGuDisable(GU_SCISSOR_TEST);
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sceGuScissor(0, 0, data->drawstate.drawablew, data->drawstate.drawableh);
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sceGuEnable(GU_SCISSOR_TEST);
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}
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data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
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}
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@@ -1167,14 +1166,12 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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}
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SDL_memcpy(gpumem, vertices, vertsize);
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data->drawstate.target = renderer->target;
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if (!data->drawstate.target) {
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if (!data->boundTarget) {
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SDL_GL_GetDrawableSize(renderer->window, &w, &h);
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} else {
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if (SDL_QueryTexture(renderer->target, NULL, NULL, &w, &h) < 0) {
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w = data->drawstate.drawablew;
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h = data->drawstate.drawableh;
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}
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PSP_TextureData *psp_texture = (PSP_TextureData *)data->boundTarget->driverdata;
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w = psp_texture->width;
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h = psp_texture->height;
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}
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if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
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