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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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@ -187,18 +187,7 @@ void Renderer::ReinterpretPixelData(EFBReinterpretType convtype)
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u16 Renderer::BBoxRead(int index)
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{
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u16 value = BBoxReadImpl(index);
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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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// This would have been handled in the pixel shader, but all attempts to do so did not work on
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// OpenGL/NVIDIA, due to presumably mystical driver behavior with atomics.
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if (index == 0 || index == 2)
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value &= ~1;
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else
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value |= 1;
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return value;
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return BBoxReadImpl(index);
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}
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void Renderer::BBoxWrite(int index, u16 value)
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