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Partially fix WWE12 titantron videos.
The obvious question here is, why does it matter if we round or truncate? The key is that GC/Wii does fixed-point interpolation, where PC GPUs do floating-point interpolation. Discarding fractional bits makes the conversion from floating-point to fixed point give more consistent results. I'm not confident this is really the right fix, or that my explanation is completely correct; ideally, we don't want to depend on floating-point interpolation at all.
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@ -192,6 +192,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"int3 iround(float3 x) { return int3(round(x)); }\n"
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"int4 iround(float4 x) { return int4(round(x)); }\n\n");
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out.Write("int itrunc(float x) { return int (trunc(x)); }\n"
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"int2 itrunc(float2 x) { return int2(trunc(x)); }\n"
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"int3 itrunc(float3 x) { return int3(trunc(x)); }\n"
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"int4 itrunc(float4 x) { return int4(trunc(x)); }\n\n");
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if (ApiType == API_OPENGL)
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{
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// Declare samplers
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@ -430,7 +436,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS+numTexgen-1);
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("\tint2 fixpoint_uv%d = iround(", i);
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out.Write("\tint2 fixpoint_uv%d = itrunc(", i);
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// optional perspective divides
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uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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if (xfmem.texMtxInfo[i].projection == XF_TEXPROJ_STQ)
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