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GPU3D: more accurate viewport transform (emulate quirk with W greater than 0xFFFF)
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@ -1181,8 +1181,11 @@ void SubmitPolygon()
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vtx->Position[3] &= 0x00FFFFFF;
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// viewport transform
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s32 posX, posY;
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s32 w = vtx->Position[3];
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// note: the DS performs these divisions using a 32-bit divider
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// thus, if W is greater than 0xFFFF, some precision is sacrificed
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// to make the numbers fit into the divider
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u32 posX, posY;
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u32 w = vtx->Position[3];
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if (w == 0)
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{
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posX = 0;
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@ -1190,14 +1193,27 @@ void SubmitPolygon()
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}
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else
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{
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posX = (((s64)(vtx->Position[0] + w) * Viewport[4]) / (((s64)w) << 1)) + Viewport[0];
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posY = (((s64)(-vtx->Position[1] + w) * Viewport[5]) / (((s64)w) << 1)) + Viewport[3];
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posX = vtx->Position[0] + w;
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posY = -vtx->Position[1] + w;
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u32 den = w;
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if (w > 0xFFFF)
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{
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posX >>= 1;
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posY >>= 1;
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den >>= 1;
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}
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den <<= 1;
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posX = ((posX * Viewport[4]) / den) + Viewport[0];
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posY = ((posY * Viewport[5]) / den) + Viewport[3];
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}
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vtx->FinalPosition[0] = posX & 0x1FF;
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vtx->FinalPosition[1] = posY & 0xFF;
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// hi-res positions
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// to consider: only do this when using the GL renderer? apply the aforementioned quirk to this?
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if (w != 0)
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{
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posX = ((((s64)(vtx->Position[0] + w) * Viewport[4]) << 4) / (((s64)w) << 1)) + (Viewport[0] << 4);
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@ -1229,8 +1245,7 @@ void SubmitPolygon()
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break;
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}
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s32 w = vtx->Position[3];
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if (w <= ZeroDotWLimit)
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if (vtx->Position[3] <= ZeroDotWLimit)
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{
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allbehind = false;
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break;
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