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VideoCommon: Move bounding box pixel quads rounding to shader
This avoids rounding values that the game writes to the bounding box registers, especially the default values.
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@ -838,8 +838,10 @@ void Tev::Draw()
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
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}
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BoundingBox::Update(static_cast<u16>(Position[0]), static_cast<u16>(Position[0]),
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static_cast<u16>(Position[1]), static_cast<u16>(Position[1]));
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// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
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// extents of these groups, rather than the exact pixel.
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BoundingBox::Update(static_cast<u16>(Position[0] & ~1), static_cast<u16>(Position[0] | 1),
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static_cast<u16>(Position[1] & ~1), static_cast<u16>(Position[1] | 1));
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#if ALLOW_TEV_DUMPS
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if (g_ActiveConfig.bDumpTevStages)
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