From e1b58ca683453828166d710f73c9e184750faad7 Mon Sep 17 00:00:00 2001 From: Toad King Date: Thu, 14 Jun 2012 03:04:17 -0400 Subject: [PATCH] calculate aspect ratio better --- gfx/rpi.c | 106 ++++++++++++++++++++++++++++++------------------------ 1 file changed, 59 insertions(+), 47 deletions(-) diff --git a/gfx/rpi.c b/gfx/rpi.c index 513fa49062..62c94b335a 100644 --- a/gfx/rpi.c +++ b/gfx/rpi.c @@ -28,6 +28,8 @@ typedef struct { EGLContext mContext; uint32_t mScreenWidth; uint32_t mScreenHeight; + float mScreenAspect; + bool mKeepAspect; unsigned mTextureWidth; unsigned mTextureHeight; unsigned mRenderWidth; @@ -139,57 +141,17 @@ static void *rpi_init(const video_info_t *video, const input_driver_t **input, v assert(result != EGL_FALSE); rpi->mTexType = video->rgb32 ? VG_sABGR_8888 : VG_sARGB_1555; + rpi->mKeepAspect = video->force_aspect; + + // check for SD televisions: they should always be 4:3 + if (dispman_modeinfo.width == 720 && (dispman_modeinfo.height == 480 || dispman_modeinfo.height == 576)) + rpi->mScreenAspect = 4.0f / 3.0f; + else + rpi->mScreenAspect = (float) dispman_modeinfo.width / dispman_modeinfo.height; VGfloat clearColor[4] = {0, 0, 0, 1}; vgSetfv(VG_CLEAR_COLOR, 4, clearColor); - // set viewport for aspect ratio, taken from RetroArch - if (video->force_aspect) - { - float desired_aspect = g_settings.video.aspect_ratio; - float device_aspect = (float) dispman_modeinfo.width / dispman_modeinfo.height; - - // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), - // assume they are actually equal. - if (fabs(device_aspect - desired_aspect) < 0.0001) - { - rpi->x1 = 0; - rpi->y1 = 0; - rpi->x2 = rpi->mScreenWidth; - rpi->y2 = rpi->mScreenHeight; - } - else if (device_aspect > desired_aspect) - { - float delta = (desired_aspect / device_aspect - 1.0) / 2.0 + 0.5; - rpi->x1 = rpi->mScreenWidth * (0.5 - delta); - rpi->y1 = 0; - rpi->x2 = 2.0 * rpi->mScreenWidth * delta + rpi->x1; - rpi->y2 = rpi->mScreenHeight + rpi->y1; - } - else - { - float delta = (device_aspect / desired_aspect - 1.0) / 2.0 + 0.5; - rpi->x1 = 0; - rpi->y1 = rpi->mScreenHeight * (0.5 - delta); - rpi->x2 = rpi->mScreenWidth + rpi->x1; - rpi->y2 = 2.0 * rpi->mScreenHeight * delta + rpi->y1; - } - } - else - { - rpi->x1 = 0; - rpi->y1 = 0; - rpi->x2 = rpi->mScreenWidth; - rpi->y2 = rpi->mScreenHeight; - } - - rpi->scissor[0] = rpi->x1; - rpi->scissor[1] = rpi->y1; - rpi->scissor[2] = rpi->x2 - rpi->x1; - rpi->scissor[3] = rpi->y2 - rpi->y1; - - vgSetiv(VG_SCISSOR_RECTS, 4, rpi->scissor); - rpi->mTextureWidth = rpi->mTextureHeight = video->input_scale * RARCH_SCALE_BASE; // We can't use the native format because there's no sXRGB_1555 type and // emulation cores can send 0 in the top bit. We lose some speed on @@ -565,6 +527,55 @@ static void rpi_draw_message(rpi_t *rpi, const char *msg) #endif +static void rpi_calculate_quad(rpi_t *rpi) +{ + // set viewport for aspect ratio, taken from the OpenGL driver + if (rpi->mKeepAspect) + { + float desired_aspect = g_settings.video.aspect_ratio; + + // If the aspect ratios of screen and desired aspect ratio are sufficiently equal (floating point stuff), + // assume they are actually equal. + if (fabs(rpi->mScreenAspect - desired_aspect) < 0.0001) + { + rpi->x1 = 0; + rpi->y1 = 0; + rpi->x2 = rpi->mScreenWidth; + rpi->y2 = rpi->mScreenHeight; + } + else if (rpi->mScreenAspect > desired_aspect) + { + float delta = (desired_aspect / rpi->mScreenAspect - 1.0) / 2.0 + 0.5; + rpi->x1 = rpi->mScreenWidth * (0.5 - delta); + rpi->y1 = 0; + rpi->x2 = 2.0 * rpi->mScreenWidth * delta + rpi->x1; + rpi->y2 = rpi->mScreenHeight + rpi->y1; + } + else + { + float delta = (rpi->mScreenAspect / desired_aspect - 1.0) / 2.0 + 0.5; + rpi->x1 = 0; + rpi->y1 = rpi->mScreenHeight * (0.5 - delta); + rpi->x2 = rpi->mScreenWidth + rpi->x1; + rpi->y2 = 2.0 * rpi->mScreenHeight * delta + rpi->y1; + } + } + else + { + rpi->x1 = 0; + rpi->y1 = 0; + rpi->x2 = rpi->mScreenWidth; + rpi->y2 = rpi->mScreenHeight; + } + + rpi->scissor[0] = rpi->x1; + rpi->scissor[1] = rpi->y1; + rpi->scissor[2] = rpi->x2 - rpi->x1; + rpi->scissor[3] = rpi->y2 - rpi->y1; + + vgSetiv(VG_SCISSOR_RECTS, 4, rpi->scissor); +} + static bool rpi_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg) { rpi_t *rpi = (rpi_t*)data; @@ -573,6 +584,7 @@ static bool rpi_frame(void *data, const void *frame, unsigned width, unsigned he { rpi->mRenderWidth = width; rpi->mRenderHeight = height; + rpi_calculate_quad(rpi); vguComputeWarpQuadToQuad( rpi->x1, rpi->y1, rpi->x2, rpi->y1, rpi->x2, rpi->y2, rpi->x1, rpi->y2, // needs to be flipped, Khronos loves their bottom-left origin