dolphin/Source/Core/VideoCommon/Widescreen.cpp

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Widescreen.h"
#include "Common/ChunkFile.h"
#include "Common/Logging/Log.h"
#include "Core/Config/SYSCONFSettings.h"
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#include "Core/System.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexManagerBase.h"
std::unique_ptr<WidescreenManager> g_widescreen;
WidescreenManager::WidescreenManager()
{
if (std::optional<bool> is_game_widescreen = GetWidescreenOverride())
m_is_game_widescreen = *is_game_widescreen;
// Throw a warning as unsupported aspect ratio modes have no specific behavior to them
const bool is_valid_suggested_aspect_mode =
g_ActiveConfig.suggested_aspect_mode == AspectMode::Auto ||
g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard ||
g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide;
if (!is_valid_suggested_aspect_mode)
{
WARN_LOG_FMT(VIDEO,
"Invalid suggested aspect ratio mode: only Auto, 4:3 and 16:9 are supported");
}
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m_config_changed = ConfigChangedEvent::Register(
[this](u32 bits) {
if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO))
{
// If the widescreen flag isn't being overridden by any settings,
// reset it to default if heuristic aren't running or to the last
// heuristic value if they were running.
if (std::optional<bool> is_game_widescreen = GetWidescreenOverride())
m_is_game_widescreen = *is_game_widescreen;
else
m_is_game_widescreen = (m_heuristic_state == HeuristicState::Active_Found_Anamorphic);
}
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},
"Widescreen");
// VertexManager doesn't maintain statistics in Wii mode.
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auto& system = Core::System::GetInstance();
if (!system.IsWii())
{
m_update_widescreen = AfterFrameEvent::Register(
[this](Core::System&) { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic");
}
}
std::optional<bool> WidescreenManager::GetWidescreenOverride() const
{
std::optional<bool> is_game_widescreen;
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auto& system = Core::System::GetInstance();
if (system.IsWii())
is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard)
is_game_widescreen = false;
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide)
is_game_widescreen = true;
// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
if (!g_ActiveConfig.bWidescreenHack)
{
const auto aspect_mode = g_ActiveConfig.aspect_mode;
if (aspect_mode == AspectMode::ForceStandard)
is_game_widescreen = false;
else if (aspect_mode == AspectMode::ForceWide)
is_game_widescreen = true;
}
return is_game_widescreen;
}
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
// Cheats that change the game aspect ratio to natively unsupported ones won't be recognized here.
void WidescreenManager::UpdateWidescreenHeuristic()
{
// Reset to baseline state before the update
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
const bool was_orthographically_anamorphic = m_was_orthographically_anamorphic;
m_heuristic_state = HeuristicState::Inactive;
m_was_orthographically_anamorphic = false;
// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
// We also don't need to check "GetWidescreenOverride()" in this case as
// nothing would have changed there.
if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
return;
std::optional<bool> is_game_widescreen = GetWidescreenOverride();
// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
if (g_ActiveConfig.bWidescreenHack || (g_ActiveConfig.aspect_mode != AspectMode::ForceStandard &&
g_ActiveConfig.aspect_mode != AspectMode::ForceWide))
{
// Modify the threshold based on which aspect ratio we're already using:
// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
const u32 transition_threshold = g_ActiveConfig.widescreen_heuristic_transition_threshold;
const auto looks_normal = [transition_threshold](auto& counts) {
return counts.normal_vertex_count > counts.anamorphic_vertex_count * transition_threshold;
};
const auto looks_anamorphic = [transition_threshold](auto& counts) {
return counts.anamorphic_vertex_count > counts.normal_vertex_count * transition_threshold;
};
const auto& persp = flush_statistics.perspective;
const auto& ortho = flush_statistics.orthographic;
g_stats.avg_persp_proj_viewport_ratio = persp.average_ratio.Mean();
g_stats.avg_ortho_proj_viewport_ratio = ortho.average_ratio.Mean();
const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
const auto persp_looks_normal = looks_normal(persp);
if (looks_anamorphic(persp) || ortho_looks_anamorphic)
{
// If either perspective or orthographic projections look anamorphic, it's a safe bet.
is_game_widescreen = true;
m_heuristic_state = HeuristicState::Active_Found_Anamorphic;
}
else if (persp_looks_normal || looks_normal(ortho))
{
// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
// with NON-anamorphic orthographic projections.
// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
// shown. e.g. Animal Crossing's inventory menu.
// Unless we were in a situation which was orthographically anamorphic
// we won't consider orthographic data for changes from 16:9 to 4:3.
if (persp_looks_normal || was_orthographically_anamorphic)
is_game_widescreen = false;
m_heuristic_state = HeuristicState::Active_Found_Normal;
}
else
{
m_heuristic_state = HeuristicState::Active_NotFound;
}
m_was_orthographically_anamorphic = ortho_looks_anamorphic;
}
if (is_game_widescreen.has_value())
m_is_game_widescreen = is_game_widescreen.value();
}
void WidescreenManager::DoState(PointerWrap& p)
{
p.Do(m_is_game_widescreen);
if (p.IsReadMode())
{
m_was_orthographically_anamorphic = false;
m_heuristic_state = HeuristicState::Inactive;
}
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}