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-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp17
1 files changed, 17 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 509974c373..a6bab1aabf 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -9,6 +9,8 @@
#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
+#include "Core/ConfigManager.h"
+#include "Core/Core.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/RenderBase.h"
@@ -417,6 +419,21 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[14] = -1.0f;
g_fProjectionMatrix[15] = 0.0f;
+ // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
+ if (!SConfig::GetInstance().bWii)
+ {
+ // Due to the BT.601 standard which the GameCube is based on being a compromise
+ // between PAL and NTSC, neither standard gets square pixels. They are each off
+ // by ~9% in opposite directions.
+ // Just in case any game decides to take this into account, we do these tests
+ // with a large amount of slop.
+ float aspect = fabsf(rawProjection[2] / rawProjection[0]);
+ if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11) // within 11% of 16:9
+ g_aspect_wide = true;
+ else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11) // within 11% of 4:3
+ g_aspect_wide = false;
+ }
+
SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);
SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]);
SETSTAT_FT(stats.gproj_2, g_fProjectionMatrix[2]);