diff --git a/src/GPU3D.cpp b/src/GPU3D.cpp index cfb48900..4f146ae7 100644 --- a/src/GPU3D.cpp +++ b/src/GPU3D.cpp @@ -1181,8 +1181,11 @@ void SubmitPolygon() vtx->Position[3] &= 0x00FFFFFF; // viewport transform - s32 posX, posY; - s32 w = vtx->Position[3]; + // note: the DS performs these divisions using a 32-bit divider + // thus, if W is greater than 0xFFFF, some precision is sacrificed + // to make the numbers fit into the divider + u32 posX, posY; + u32 w = vtx->Position[3]; if (w == 0) { posX = 0; @@ -1190,14 +1193,27 @@ void SubmitPolygon() } else { - posX = (((s64)(vtx->Position[0] + w) * Viewport[4]) / (((s64)w) << 1)) + Viewport[0]; - posY = (((s64)(-vtx->Position[1] + w) * Viewport[5]) / (((s64)w) << 1)) + Viewport[3]; + posX = vtx->Position[0] + w; + posY = -vtx->Position[1] + w; + u32 den = w; + + if (w > 0xFFFF) + { + posX >>= 1; + posY >>= 1; + den >>= 1; + } + + den <<= 1; + posX = ((posX * Viewport[4]) / den) + Viewport[0]; + posY = ((posY * Viewport[5]) / den) + Viewport[3]; } vtx->FinalPosition[0] = posX & 0x1FF; vtx->FinalPosition[1] = posY & 0xFF; // hi-res positions + // to consider: only do this when using the GL renderer? apply the aforementioned quirk to this? if (w != 0) { posX = ((((s64)(vtx->Position[0] + w) * Viewport[4]) << 4) / (((s64)w) << 1)) + (Viewport[0] << 4); @@ -1229,8 +1245,7 @@ void SubmitPolygon() break; } - s32 w = vtx->Position[3]; - if (w <= ZeroDotWLimit) + if (vtx->Position[3] <= ZeroDotWLimit) { allbehind = false; break;