Don't "shrink" internal upscaled buffers with a smaller virtual width/height
while this did "work", and mimicked other emulators handling internal upscaling, it was a hack, and ends up causing issue with lua padding. it is also more unneeded now that #4029 (makes the UX of a sudden "large window" more managable) and #4011 (allowing for mimicking the frozen smaller window state) are merged resolves #4039
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@ -53,7 +53,6 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.N3DS
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private void OnVideoRefresh()
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private void OnVideoRefresh()
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{
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{
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_core.Encore_GetVideoVirtualDimensions(_context, out _encoreVideoProvider.VW, out _encoreVideoProvider.VH);
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_core.Encore_GetVideoBufferDimensions(_context, out _encoreVideoProvider.BW, out _encoreVideoProvider.BH);
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_core.Encore_GetVideoBufferDimensions(_context, out _encoreVideoProvider.BW, out _encoreVideoProvider.BH);
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_encoreVideoProvider.VideoDirty = true;
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_encoreVideoProvider.VideoDirty = true;
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@ -4,8 +4,6 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.N3DS
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{
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{
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public class EncoreVideoProvider : IVideoProvider
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public class EncoreVideoProvider : IVideoProvider
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{
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{
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internal int VW = 400;
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internal int VH = 480;
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internal int BW = 400;
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internal int BW = 400;
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internal int BH = 480;
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internal int BH = 480;
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internal bool VideoDirty;
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internal bool VideoDirty;
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@ -20,8 +18,8 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.N3DS
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}
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}
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// ReSharper disable ConvertToAutoPropertyWhenPossible
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// ReSharper disable ConvertToAutoPropertyWhenPossible
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public int VirtualWidth => VW;
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public int VirtualWidth => BW;
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public int VirtualHeight => VH;
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public int VirtualHeight => BH;
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public int BufferWidth => BW;
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public int BufferWidth => BW;
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public int BufferHeight => BH;
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public int BufferHeight => BH;
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public int VsyncNumerator => 268111856;
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public int VsyncNumerator => 268111856;
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@ -33,8 +33,8 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.NDS
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return vb;
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return vb;
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}
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}
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public int VirtualWidth { get; internal set; }
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public int VirtualWidth => _vp.BufferWidth;
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public int VirtualHeight { get; internal set; }
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public int VirtualHeight => _vp.BufferHeight;
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public int BufferWidth => _vp.BufferWidth;
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public int BufferWidth => _vp.BufferWidth;
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public int BufferHeight => _vp.BufferHeight;
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public int BufferHeight => _vp.BufferHeight;
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public int VsyncNumerator => _vp.VsyncNumerator;
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public int VsyncNumerator => _vp.VsyncNumerator;
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@ -474,12 +474,10 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.NDS
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};
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};
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_openGLProvider.ActivateGLContext(_glContext); // SetScreenSettings will re-present the frame, so needs OpenGL context active
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_openGLProvider.ActivateGLContext(_glContext); // SetScreenSettings will re-present the frame, so needs OpenGL context active
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_core.SetScreenSettings(_console, ref screenSettings, out var w , out var h, out var vw, out var vh);
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_core.SetScreenSettings(_console, ref screenSettings, out var w , out var h, out _, out _);
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BufferWidth = w;
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BufferWidth = w;
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BufferHeight = h;
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BufferHeight = h;
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_glTextureProvider.VirtualWidth = vw;
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_glTextureProvider.VirtualHeight = vh;
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_glTextureProvider.VideoDirty = true;
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_glTextureProvider.VideoDirty = true;
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}
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}
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