Make the GameCube game widescreen heuristic smarter.

The last heuristic wasn't quite smart enough and had a few
false positives in Mario Kart: Double Dash and Metroid prime 2.

Now we only activate if the game is rendering a 16:9
projection to a 4:3 viewport.
This commit is contained in:
Scott Mansell 2015-08-01 13:18:47 +12:00
parent fc4ba3adee
commit 615e5db0cb

View File

@ -428,9 +428,11 @@ void VertexShaderManager::SetConstants()
// Just in case any game decides to take this into account, we do these tests
// with a large amount of slop.
float aspect = fabsf(rawProjection[2] / rawProjection[0]);
if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11) // within 11% of 16:9
float viewport_aspect = fabsf(xfmem.viewport.wd / xfmem.viewport.ht);
bool viewport_is_4_3 = fabsf(viewport_aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11;
if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11 && viewport_is_4_3) // within 11% of 16:9
g_aspect_wide = true;
else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11) // within 11% of 4:3
else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11 && viewport_is_4_3) // within 11% of 4:3
g_aspect_wide = false;
}