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softgpu: Avoid rect fast path with subpixel offset.
It doesn't handle it right, see #15876. We still handle these with DrawRectangle(), which gets it right.
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@@ -272,7 +272,9 @@ bool RectangleFastPath(const VertexData &v0, const VertexData &v1, BinManager &b
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bool orient_check = xdiff >= 0 && ydiff >= 0;
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// We already have a fast path for clear in ClearRectangle.
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bool state_check = !state.pixelID.clearMode && !state.samplerID.hasAnyMips && NoClampOrWrap(state, v0.texturecoords) && NoClampOrWrap(state, v1.texturecoords);
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if ((coord_check || !state.enableTextures) && orient_check && state_check) {
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// This doesn't work well with offset drawing, see #15876. Through never has a subpixel offset.
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bool subpixel_check = ((v0.screenpos.x | v0.screenpos.y | v1.screenpos.x | v1.screenpos.y) & 0xF) != 0;
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if ((coord_check || !state.enableTextures) && orient_check && state_check && subpixel_check) {
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binner.AddSprite(v0, v1);
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return true;
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}
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