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]);