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GPU: Further refinements to crop overscan
Fixes flickering line in South Park.
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@ -505,36 +505,40 @@ void GPU::UpdateCRTCDisplayParameters()
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// Determine if we need to adjust the VRAM rectangle (because the display is starting outside the visible area) or add
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// padding.
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u16 horizontal_skip_pixels;
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if (horizontal_display_start >= cs.horizontal_active_start)
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{
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cs.display_origin_left = (horizontal_display_start - cs.horizontal_active_start) / cs.dot_clock_divider;
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cs.display_vram_left = m_crtc_state.regs.X;
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cs.display_vram_left = std::min<u16>(m_crtc_state.regs.X, VRAM_WIDTH - 1);
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horizontal_skip_pixels = 0;
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}
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else
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{
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horizontal_skip_pixels = (cs.horizontal_active_start - horizontal_display_start) / cs.dot_clock_divider;
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cs.display_origin_left = 0;
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cs.display_vram_left = std::min<u16>(
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m_crtc_state.regs.X + ((cs.horizontal_active_start - horizontal_display_start) / cs.dot_clock_divider),
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VRAM_WIDTH - 1);
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cs.display_vram_left = std::min<u16>(m_crtc_state.regs.X + horizontal_skip_pixels, VRAM_WIDTH - 1);
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}
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u16 horizontal_active_ticks;
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if (horizontal_display_end <= cs.horizontal_active_end)
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{
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const u16 active_ticks =
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horizontal_active_ticks =
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horizontal_display_end -
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std::min(horizontal_display_end, std::max(horizontal_display_start, cs.horizontal_active_start));
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cs.display_vram_width = ((active_ticks / cs.dot_clock_divider) + 2u) & ~3u;
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}
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else
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{
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const u16 active_ticks =
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horizontal_active_ticks =
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cs.horizontal_active_end -
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std::min(cs.horizontal_active_end, std::max(horizontal_display_start, cs.horizontal_active_start));
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cs.display_vram_width = ((active_ticks / cs.dot_clock_divider) + 2u) & ~3u;
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}
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// align to 4-pixel boundary
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cs.display_vram_width = ((horizontal_active_ticks / cs.dot_clock_divider) + 2u) & ~3u;
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// apply the crop from the start (usually overscan)
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cs.display_vram_width -= std::min(cs.display_vram_width, horizontal_skip_pixels);
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if (vertical_display_start >= cs.vertical_active_start)
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{
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cs.display_origin_top = (vertical_display_start - cs.vertical_active_start) << height_shift;
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