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softgpu: Prevent pixel gaps when drawing sprites.
If you end a sprite at 255.9, it draws the pixel at 255. This uses the same logic to handle that as in the triangle path.
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@@ -86,7 +86,8 @@ void DrawSprite(const VertexData& v0, const VertexData& v1) {
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Sampler::NearestFunc nearestFunc = Sampler::GetNearestFunc(); // Looks at gstate.
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DrawingCoords pos0 = TransformUnit::ScreenToDrawing(v0.screenpos);
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DrawingCoords pos1 = TransformUnit::ScreenToDrawing(v1.screenpos);
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// Include the ending pixel based on its center, not start.
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DrawingCoords pos1 = TransformUnit::ScreenToDrawing(v1.screenpos + ScreenCoords(7, 7, 0));
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DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1(), 0);
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DrawingCoords scissorBR(gstate.getScissorX2(), gstate.getScissorY2(), 0);
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