From 4cdf9f543f1de00076a7d2c02963aec2f9e544ef Mon Sep 17 00:00:00 2001 From: magumagu Date: Wed, 18 Feb 2015 19:29:02 -0800 Subject: [PATCH] Partially fix WWE12 titantron videos. The obvious question here is, why does it matter if we round or truncate? The key is that GC/Wii does fixed-point interpolation, where PC GPUs do floating-point interpolation. Discarding fractional bits makes the conversion from floating-point to fixed point give more consistent results. I'm not confident this is really the right fix, or that my explanation is completely correct; ideally, we don't want to depend on floating-point interpolation at all. --- Source/Core/VideoCommon/PixelShaderGen.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 7c76628dd4..f4244aaa89 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -192,6 +192,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T "int3 iround(float3 x) { return int3(round(x)); }\n" "int4 iround(float4 x) { return int4(round(x)); }\n\n"); + out.Write("int itrunc(float x) { return int (trunc(x)); }\n" + "int2 itrunc(float2 x) { return int2(trunc(x)); }\n" + "int3 itrunc(float3 x) { return int3(trunc(x)); }\n" + "int4 itrunc(float4 x) { return int4(trunc(x)); }\n\n"); + + if (ApiType == API_OPENGL) { // Declare samplers @@ -430,7 +436,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS+numTexgen-1); for (unsigned int i = 0; i < numTexgen; ++i) { - out.Write("\tint2 fixpoint_uv%d = iround(", i); + out.Write("\tint2 fixpoint_uv%d = itrunc(", i); // optional perspective divides uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; if (xfmem.texMtxInfo[i].projection == XF_TEXPROJ_STQ)