Files
psxrecomp/runtime/include
Shokunin 5970e30ddf PGXP: keep rectangles and out-of-window projections precise, not mixed
Two cases that could still draw a triangle with precise and native corners:

- The rectangle shortcut bypass now needs all four vertices of an
  axis-aligned textured quad to be dataflow-precise. A quad with only some
  precise corners, such as a CPU-built sprite with one corner copied from
  SXY, keeps the shortcut and counts as rect_partial; two triangles would
  have mixed precise and native corners. R4's facade quads are fully
  precise (rect_partial 0 in every R4 run).
- Under preserve-projection, RTPS now applies the GPU's truncation window
  itself (pgxp_ppp_accept): an exact projection outside it is not
  shadowed, the vertex keeps the IR path's shadow, which always agrees, and
  it draws precise instead of being rejected to native at the GPU
  (ppp_window_fallback counts these). The exact math is skipped while the
  hooks record nothing (pgxp_active(): speculative passes).

Also:
- The prepare_precise_triangle comment no longer claims a native neighbour
  can only disagree by the sub-pixel fraction. Under preserve-projection it
  can disagree by up to the window.
- gpu_textured_dot_nw_shift_exec_test links with -dead_strip on Darwin,
  as isc_store_test does. GNU --gc-sections kept it from linking on macOS,
  so the rectangle cases never ran there. The test now covers no, one and
  all four precise corners.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 06:02:26 -07:00
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