VideoSW: drop fudge factor from position transform

Use round-to-zero instead.
This commit is contained in:
Tillmann Karras 2024-10-13 03:04:06 +01:00
parent 53ede795a2
commit 2c0e5ecc48
2 changed files with 8 additions and 2 deletions

View File

@ -3,6 +3,7 @@
#include "VideoBackends/Software/SWVertexLoader.h"
#include <cfenv>
#include <cstddef>
#include <limits>
@ -78,6 +79,10 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
SetFormat();
ParseVertex(VertexLoaderManager::GetCurrentVertexFormat()->GetVertexDeclaration(), index);
// At least the position transform uses round-to-zero.
const auto round_mode = std::fegetround();
std::fesetround(FE_TOWARDZERO);
// transform this vertex so that it can be used for rasterization (outVertex)
OutputVertexData* outVertex = m_setup_unit.GetVertex();
TransformUnit::TransformPosition(&m_vertex, outVertex);
@ -85,6 +90,8 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
TransformUnit::TransformColor(&m_vertex, outVertex);
TransformUnit::TransformTexCoord(&m_vertex, outVertex);
std::fesetround(round_mode);
// assemble and rasterize the primitive
m_setup_unit.SetupVertex();

View File

@ -61,8 +61,7 @@ static void MultipleVec3Perspective(const Vec3& vec, const Projection::Raw& proj
{
result.x = proj[0] * vec.x + proj[1] * vec.z;
result.y = proj[2] * vec.y + proj[3] * vec.z;
// result.z = (proj[4] * vec.z + proj[5]);
result.z = (proj[4] * vec.z + proj[5]) * (1.0f - (float)1e-7);
result.z = proj[4] * vec.z + proj[5];
result.w = -vec.z;
}