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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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@ -492,19 +492,30 @@ void UpdateBoundingBox(float2 rawpos) {{
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// such that width = right - left + 1. This has been verified on hardware.
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int2 pos = iround(rawpos * cefbscale + offset);
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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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#ifdef API_OPENGL
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// Need to flip the operands for Y on OpenGL because of lower-left origin.
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int2 pos_tl = int2(pos.x & ~1, pos.y | 1);
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int2 pos_br = int2(pos.x | 1, pos.y & ~1);
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#else
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int2 pos_tl = pos & ~1;
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int2 pos_br = pos | 1;
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#endif
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#ifdef SUPPORTS_SUBGROUP_REDUCTION
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if (CAN_USE_SUBGROUP_REDUCTION) {{
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int2 min_pos = IS_HELPER_INVOCATION ? int2(2147483647, 2147483647) : pos;
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int2 max_pos = IS_HELPER_INVOCATION ? int2(-2147483648, -2147483648) : pos;
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int2 min_pos = IS_HELPER_INVOCATION ? int2(2147483647, 2147483647) : pos_tl;
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int2 max_pos = IS_HELPER_INVOCATION ? int2(-2147483648, -2147483648) : pos_br;
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SUBGROUP_MIN(min_pos);
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SUBGROUP_MAX(max_pos);
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if (IS_FIRST_ACTIVE_INVOCATION)
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UpdateBoundingBoxBuffer(min_pos, max_pos);
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}} else {{
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UpdateBoundingBoxBuffer(pos, pos);
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UpdateBoundingBoxBuffer(pos_tl, pos_br);
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}}
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#else
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UpdateBoundingBoxBuffer(pos, pos);
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UpdateBoundingBoxBuffer(pos_tl, pos_br);
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#endif
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}}
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