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authorLéo Lam <leo@leolam.fr>2021-02-13 13:24:18 +0100
committerGitHub <noreply@github.com>2021-02-13 13:24:18 +0100
commit2f85b80b7bf75434072c1245904587ee8c15fbe2 (patch)
treed60d852fa85dd785228e3b28f364398900805a23 /Source/Core/VideoBackends/Software/Rasterizer.cpp
parent389b01dae9cd53cffaed9457edede8a27554e2bb (diff)
parent7d5ae032199b03927a0b94dfa894c0194e372566 (diff)
Merge pull request #9333 from Pokechu22/sw-always-divide-by-q
Software: Always divide the texture coordinates by q.
Diffstat (limited to 'Source/Core/VideoBackends/Software/Rasterizer.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/Rasterizer.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/Software/Rasterizer.cpp b/Source/Core/VideoBackends/Software/Rasterizer.cpp
index 460188e20e..394bfea41e 100644
--- a/Source/Core/VideoBackends/Software/Rasterizer.cpp
+++ b/Source/Core/VideoBackends/Software/Rasterizer.cpp
@@ -228,12 +228,9 @@ static void BuildBlock(s32 blockX, s32 blockY)
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
{
float projection = invW;
- if (xfmem.texMtxInfo[i].projection)
- {
- float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
- if (q != 0.0f)
- projection = invW / q;
- }
+ float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
+ if (q != 0.0f)
+ projection = invW / q;
pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;