OpenGL: OSD menu live resolution change fixes
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4212 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -39,24 +39,32 @@ extern int OSDChoice, OSDTime, OSDInternalW, OSDInternalH;
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class Renderer
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{
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public:
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static bool Init();
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static void Shutdown();
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static bool Init();
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static void Shutdown();
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// What's the real difference between these? Too similar names.
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static void ResetAPIState();
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static void RestoreAPIState();
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static void ResetAPIState();
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static void RestoreAPIState();
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static void ReinitView();
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static void ReinitView();
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static void SwapBuffers();
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static void SetColorMask();
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static void SetColorMask();
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static void SetBlendMode(bool forceUpdate);
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static bool SetScissorRect();
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// Live resolution change
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static bool Allow2x();
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static bool AllowCustom();
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// Render target management
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static int GetTargetWidth();
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static int GetTargetHeight();
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static int GetFrameBufferWidth();
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static int GetFrameBufferHeight();
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static int GetCustomWidth();
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static int GetCustomHeight();
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static int GetTargetWidth();
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static int GetTargetHeight();
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// Multiply any 2D EFB coordinates by these when rendering.
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static float GetTargetScaleX();
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@ -103,7 +103,6 @@ float Renderer::GetTargetScaleX()
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{
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return xScale;
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}
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float Renderer::GetTargetScaleY()
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{
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return yScale;
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@ -25,7 +25,7 @@ Config g_Config;
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Config::Config()
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{
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bAllow2xResolution = true;
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bRunning = false;
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}
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void Config::Load()
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@ -59,7 +59,7 @@ struct Config
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char iFSResolution[16];
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char iInternalRes[16];
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bool bNativeResolution, b2xResolution, bAllow2xResolution; // Should possibly be augmented with 2x, 4x native.
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bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native.
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bool bWidescreenHack;
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bool bKeepAR43, bKeepAR169, bCrop; // Aspect ratio controls.
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bool bUseXFB;
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@ -23,14 +23,15 @@
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#include <wx/mimetype.h>
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#include "ConfigDlg.h"
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#include "FileUtil.h"
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#include "../Globals.h"
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#include "../Config.h"
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#include "../TextureMngr.h"
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#include "VertexShaderManager.h"
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#include "../PostProcessing.h"
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#include "GlobalControl.h"
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#include "Render.h"
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#include "FileUtil.h"
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BEGIN_EVENT_TABLE(GFXConfigDialogOGL,wxDialog)
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EVT_CLOSE(GFXConfigDialogOGL::OnClose)
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@ -176,16 +177,16 @@ void GFXConfigDialogOGL::CreateGUIControls()
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// General Display Settings
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sbBasic = new wxStaticBoxSizer(wxVERTICAL, m_PageGeneral, wxT("Basic Display Settings"));
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m_RenderToMainWindow = new wxCheckBox(m_PageGeneral, ID_RENDERTOMAINWINDOW, wxT("Render to main window"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_RenderToMainWindow = new wxCheckBox(m_PageGeneral, ID_RENDERTOMAINWINDOW, wxT("Child window"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_RenderToMainWindow->SetValue(g_Config.RenderToMainframe);
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m_NativeResolution = new wxCheckBox(m_PageGeneral, ID_NATIVERESOLUTION, wxT("Native"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_2xResolution = new wxCheckBox(m_PageGeneral, ID_2X_RESOLUTION, wxT("2x"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_WidescreenHack = new wxCheckBox(m_PageGeneral, ID_WIDESCREEN_HACK, wxT("Wide Screen Hack"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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m_WidescreenHack = new wxCheckBox(m_PageGeneral, ID_WIDESCREEN_HACK, wxT("Wide screen hack"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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wxStaticText *IRText = new wxStaticText(m_PageGeneral, ID_IRTEXT, wxT("Native resolution:"), wxDefaultPosition, wxDefaultSize, 0);
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wxStaticText *RText = new wxStaticText(m_PageGeneral, ID_RTEXT, wxT("Custom resolution:"), wxDefaultPosition, wxDefaultSize, 0);
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wxStaticText *WMText = new wxStaticText(m_PageGeneral, ID_WMTEXT, wxT("Window mode:"), wxDefaultPosition, wxDefaultSize , 0 );
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wxStaticText *WM2Text = new wxStaticText(m_PageGeneral, ID_WM2TEXT, wxT("Window mode:"), wxDefaultPosition, wxDefaultSize , 0 );
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wxStaticText *FMText = new wxStaticText(m_PageGeneral, ID_FMTEXT, wxT("Fullscreen mode:"), wxDefaultPosition, wxDefaultSize , 0 );
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wxStaticText *FMText = new wxStaticText(m_PageGeneral, ID_FMTEXT, wxT("Separate window:"), wxDefaultPosition, wxDefaultSize , 0 );
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m_WindowResolutionCB = new wxComboBox(m_PageGeneral, ID_WINDOWRESOLUTIONCB, arrayStringFor_WindowResolutionCB[0], wxDefaultPosition, wxDefaultSize, arrayStringFor_WindowResolutionCB, wxCB_READONLY, wxDefaultValidator);
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m_WindowResolutionCB->SetValue(wxString::FromAscii(g_Config.iInternalRes));
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m_WindowFSResolutionCB = new wxComboBox(m_PageGeneral, ID_WINDOWFSRESOLUTIONCB, arrayStringFor_FullscreenCB[0], wxDefaultPosition, wxDefaultSize, arrayStringFor_FullscreenCB, wxCB_READONLY, wxDefaultValidator);
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@ -210,8 +211,6 @@ void GFXConfigDialogOGL::CreateGUIControls()
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m_Crop->SetValue(g_Config.bCrop);
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m_UseXFB->SetValue(g_Config.bUseXFB);
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m_AutoScale->SetValue(g_Config.bAutoScale);
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// Enabled
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m_2xResolution->Enable(g_Config.bAllow2xResolution);
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#ifndef _WIN32
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m_HideCursor = new wxCheckBox(m_PageGeneral, ID_HIDECURSOR, wxT("Hide mouse cursor"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
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@ -244,8 +243,8 @@ void GFXConfigDialogOGL::CreateGUIControls()
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// Tool tips
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m_Fullscreen->SetToolTip(
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wxT("This will create a Fullscreen window using the chosen Fullscreen resolution.")
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wxT("\nPress Alt+Enter to switch between Fullscreen and Windowed mode.")
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wxT("Start the separate window in fullscreen mode.")
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wxT(" Press Alt+Enter to switch between Fullscreen and Windowed mode.")
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wxT("\n\nApplies instanty during gameplay: <No>"));
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m_NativeResolution->SetToolTip(
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wxT("This will use the game's native resolution and stretch it to fill the")
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@ -317,7 +316,8 @@ void GFXConfigDialogOGL::CreateGUIControls()
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shader = wxT("(off)");
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m_PostShaderCB->SetStringSelection(shader);
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// How to use the wxGridBagSizer: The wxGBPosition() must have a column and row
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// Sizers
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sGeneral = new wxBoxSizer(wxVERTICAL);
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sBasic = new wxGridBagSizer(0, 0);
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@ -337,22 +337,23 @@ void GFXConfigDialogOGL::CreateGUIControls()
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sBasic->Add(m_Crop, wxGBPosition(3, 3), wxGBSpan(1, 1), wxALL, 5);
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sBasic->Add(m_WidescreenHack, wxGBPosition(4, 1), wxGBSpan(1, 1), wxALIGN_CENTER_VERTICAL | wxALL, 5);
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sBasic->Add(WM2Text, wxGBPosition(5, 0), wxGBSpan(1, 1), wxALL, 5);
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sBasic->Add(m_Fullscreen, wxGBPosition(5, 1), wxGBSpan(1, 1), wxALL, 5);
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// This option is configured from the main Dolphin.exe settings for _WIN32
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#ifndef _WIN32
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sBasic->Add(m_HideCursor, wxGBPosition(3, 0), wxGBSpan(1, 4), wxALL, 5);
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sBasic->Add(m_HideCursor, wxGBPosition(5, 0), wxGBSpan(1, 4), wxALL, 5);
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#endif
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sbBasic->Add(sBasic);
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sGeneral->Add(sbBasic, 0, wxEXPAND|wxALL, 5);
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sBasicAdvanced = new wxGridBagSizer(0, 0);
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sBasicAdvanced->Add(m_EFBCopyDisableHotKey, wxGBPosition(0, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(m_VSync, wxGBPosition(1, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(m_UseXFB, wxGBPosition(2, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(m_RenderToMainWindow, wxGBPosition(3, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(WM2Text, wxGBPosition(0, 0), wxGBSpan(1, 1), wxALL, 5);
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sBasicAdvanced->Add(m_RenderToMainWindow, wxGBPosition(0, 1), wxGBSpan(1, 1), wxALL, 5);
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sBasicAdvanced->Add(m_Fullscreen, wxGBPosition(0, 2), wxGBSpan(1, 1), wxALL, 5);
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sBasicAdvanced->Add(m_EFBCopyDisableHotKey, wxGBPosition(1, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(m_VSync, wxGBPosition(2, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(m_UseXFB, wxGBPosition(3, 0), wxGBSpan(1, 3), wxALL, 5);
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sBasicAdvanced->Add(m_AutoScale, wxGBPosition(4, 0), wxGBSpan(1, 3), wxALL, 5);
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sbBasicAdvanced->Add(sBasicAdvanced);
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@ -775,14 +776,14 @@ void GFXConfigDialogOGL::UpdateGUI()
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m_Fullscreen->Enable(!g_Config.RenderToMainframe);
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if (g_Config.RenderToMainframe) m_Fullscreen->SetValue(false);
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// Disable the internal resolution option if it's set to native
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m_WindowResolutionCB->Enable(!(g_Config.bNativeResolution || g_Config.b2xResolution));
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m_WindowFSResolutionCB->Enable(!(g_Config.bNativeResolution || g_Config.b2xResolution));
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// Resolution settings
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m_2xResolution->Enable(!g_Config.bRunning || Renderer::Allow2x());
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m_WindowResolutionCB->Enable(!g_Config.bRunning && !(g_Config.bNativeResolution || g_Config.b2xResolution));
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m_WindowFSResolutionCB->Enable(!g_Config.bRunning && !(g_Config.RenderToMainframe || g_Config.bNativeResolution || g_Config.b2xResolution));
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//Disable the Copy to options when EFBCopy is disabled
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// Disable the Copy to options when EFBCopy is disabled
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m_Radio_CopyEFBToRAM->Enable(!(g_Config.bEFBCopyDisable));
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m_Radio_CopyEFBToGL->Enable(!(g_Config.bEFBCopyDisable));
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m_Radio_CopyEFBToGL->Enable(!(g_Config.bEFBCopyDisable));
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}
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@ -29,6 +29,7 @@
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#include "Win32.h"
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#include "OnScreenDisplay.h"
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#include "VertexShaderManager.h"
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#include "Render.h"
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#include "StringUtil.h"
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@ -101,9 +102,9 @@ void OSDMenu(WPARAM wParam)
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// Toggle native resolution
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if (!(g_Config.bNativeResolution || g_Config.b2xResolution))
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g_Config.bNativeResolution = true;
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else if (g_Config.bNativeResolution)
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{ g_Config.bNativeResolution = false; if (g_Config.bAllow2xResolution) {g_Config.b2xResolution = true;} }
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else
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else if (g_Config.bNativeResolution && Renderer::AllowCustom())
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{ g_Config.bNativeResolution = false; if (Renderer::Allow2x()) {g_Config.b2xResolution = true;} }
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else if (Renderer::AllowCustom())
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g_Config.b2xResolution = false;
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break;
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case '4':
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@ -108,10 +108,13 @@ static std::string s_sScreenshotName;
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int frameCount;
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static int s_fps = 0;
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// These STAY CONSTANT during execution, no matter how much you resize the game window.
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// The custom resolution
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// TODO: Add functionality to reinit all the render targets when the window is resized.
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static int s_targetwidth; // Size of render buffer FBO.
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static int s_targetheight;
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static int m_CustomWidth;
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static int m_CustomHeight;
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// The framebuffer size
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static int m_FrameBufferWidth;
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static int m_FrameBufferHeight;
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static GLuint s_tempScreenshotFramebuffer = 0;
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@ -290,42 +293,42 @@ bool Renderer::Init()
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int W = (int)OpenGL_GetBackbufferWidth(), H = (int)OpenGL_GetBackbufferHeight();
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if (g_Config.bNativeResolution)
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{
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s_targetwidth = EFB_WIDTH;
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s_targetheight = EFB_HEIGHT;
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m_FrameBufferWidth = EFB_WIDTH;
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m_FrameBufferHeight = EFB_HEIGHT;
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}
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else if (g_Config.b2xResolution)
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{
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s_targetwidth = 2 * EFB_WIDTH;
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s_targetheight = 2 * EFB_HEIGHT;
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m_FrameBufferWidth = 2 * EFB_WIDTH;
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m_FrameBufferHeight = 2 * EFB_HEIGHT;
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}
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else
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{
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// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
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// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
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s_targetwidth = (EFB_WIDTH >= W) ? EFB_WIDTH : W;
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s_targetheight = (480 >= H) ? 480 : H;
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m_FrameBufferWidth = (EFB_WIDTH >= W) ? EFB_WIDTH : W;
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m_FrameBufferHeight = (480 >= H) ? 480 : H;
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// Adjust all heights with this ratio, the resulting height will be the same as H or EFB_HEIGHT. I.e.
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// 768 (-1) for 1024x768 etc.
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s_targetheight *= 528.0 / 480.0;
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m_FrameBufferHeight *= 528.0 / 480.0;
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// Ensure a minimum target size so that the native res target always fits
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if (s_targetwidth < EFB_WIDTH) s_targetwidth = EFB_WIDTH;
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if (s_targetheight < EFB_HEIGHT) s_targetheight = EFB_HEIGHT;
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if (m_FrameBufferWidth < EFB_WIDTH) m_FrameBufferWidth = EFB_WIDTH;
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if (m_FrameBufferHeight < EFB_HEIGHT) m_FrameBufferHeight = EFB_HEIGHT;
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}
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// Disable the 2x option
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if (!g_Config.b2xResolution && (W < 1280 || H < 960)) g_Config.bAllow2xResolution = false;
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// Save the custom resolution
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m_CustomWidth = (int)OpenGL_GetBackbufferWidth();
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m_CustomHeight = (int)OpenGL_GetBackbufferHeight();
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// Because of the fixed framebuffer size we need to disable the resolution options while running
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g_Config.bRunning = true;
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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bSuccess = false;
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// Initialize the FramebufferManager
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g_framebufferManager.Init(s_targetwidth, s_targetheight, s_MSAASamples, s_MSAACoverageSamples);
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// Save the custom resolution
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s_targetwidth = (int)OpenGL_GetBackbufferWidth();
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s_targetheight = (int)OpenGL_GetBackbufferHeight();
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g_framebufferManager.Init(m_FrameBufferWidth, m_FrameBufferHeight, s_MSAASamples, s_MSAACoverageSamples);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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@ -407,7 +410,7 @@ bool Renderer::Init()
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void Renderer::Shutdown(void)
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{
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g_Config.bAllow2xResolution = true;
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g_Config.bRunning = false;
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delete s_pfont;
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s_pfont = 0;
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@ -432,19 +435,51 @@ void Renderer::Shutdown(void)
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#endif
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}
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// Return the rendering window width and height
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// For the OSD menu's live resolution change
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bool Renderer::Allow2x()
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{
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if (GetFrameBufferWidth() >= 1280 && GetFrameBufferHeight() >= 960)
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return true;
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else
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return false;
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}
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bool Renderer::AllowCustom()
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{
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if (GetCustomWidth() <= GetFrameBufferWidth() && GetCustomHeight() <= GetFrameBufferHeight())
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return true;
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else
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return false;
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}
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// Return the framebuffer size
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int Renderer::GetFrameBufferWidth()
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{
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return m_FrameBufferWidth;
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}
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int Renderer::GetFrameBufferHeight()
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{
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return m_FrameBufferHeight;
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}
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// Return the custom resolution
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int Renderer::GetCustomWidth()
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{
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return m_CustomWidth;
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}
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int Renderer::GetCustomHeight()
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{
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return m_CustomHeight;
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}
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// Return the rendering target width and height
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int Renderer::GetTargetWidth()
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{
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return (g_Config.bNativeResolution || g_Config.b2xResolution) ?
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(g_Config.bNativeResolution ? EFB_WIDTH : EFB_WIDTH * 2) : s_targetwidth;
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(g_Config.bNativeResolution ? EFB_WIDTH : EFB_WIDTH * 2) : m_CustomWidth;
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}
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int Renderer::GetTargetHeight()
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{
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return (g_Config.bNativeResolution || g_Config.b2xResolution) ?
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(g_Config.bNativeResolution ? EFB_HEIGHT : EFB_HEIGHT * 2) : s_targetheight;
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(g_Config.bNativeResolution ? EFB_HEIGHT : EFB_HEIGHT * 2) : m_CustomHeight;
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}
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float Renderer::GetTargetScaleX()
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{
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return (float)GetTargetWidth() / (float)EFB_WIDTH;
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@ -22,14 +22,14 @@
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1.1 Display settings
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Internal and fullscreen resolution: Since the only internal resolutions allowed are also
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fullscreen resolution allowed by the system there is only need for one resolution setting
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that applies to both the internal resolution and the fullscreen resolution.
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- Apparently no, someone else doesn't agree
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Todo: Make the internal resolution option apply instantly, currently only the native and 2x option
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applies instantly. To do this we need to enumerate all avaliable display resolutions before
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Renderer:Init().
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applies instantly. To do this we need to be able to change the reinitialize FramebufferManager:Init()
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while a game is running.
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1.2 Screenshots
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