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authordegasus <wickmarkus@web.de>2014-01-03 08:15:19 +0100
committerdegasus <wickmarkus@web.de>2014-01-03 08:15:19 +0100
commit0f0a3cc5093fb0f95b97c5a5cf5f515ae1405c17 (patch)
tree4b4008670385fae91cfbc203acadfe3a7e6107d1 /Source/Core/VideoCommon/BPStructs.cpp
parent509ec9cc990918fd18f525965cce4a2676c67882 (diff)
ogl: clamp to edge for out of bound efb access
fixes issue 6898 OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE. As I can't test the behavoir of the real hardware, I changed it to how it works before, but I guess just clip the texture makes more sense.
Diffstat (limited to 'Source/Core/VideoCommon/BPStructs.cpp')
-rw-r--r--Source/Core/VideoCommon/BPStructs.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp
index ed3fcce5dc..296be7c548 100644
--- a/Source/Core/VideoCommon/BPStructs.cpp
+++ b/Source/Core/VideoCommon/BPStructs.cpp
@@ -267,6 +267,7 @@ void BPWritten(const BPCmd& bp)
rc.top = (int)bpmem.copyTexSrcXY.y;
// Here Width+1 like Height, otherwise some textures are corrupted already since the native resolution.
+ // TODO: What's the behavior of out of bound access?
rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);