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Clip sprites by thread slice
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@ -45,6 +45,9 @@ namespace swrenderer
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void SpriteDrawerArgs::DrawMaskedColumn(RenderThread *thread, int x, fixed_t iscale, FTexture *tex, fixed_t col, double spryscale, double sprtopscreen, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, bool unmasked)
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{
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if (x < thread->X1 || x >= thread->X2)
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return;
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auto viewport = RenderViewport::Instance();
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// Handle the linear filtered version in a different function to reduce chances of merge conflicts from zdoom.
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