diff --git a/Source/Core/VideoCommon/FramebufferManager.h b/Source/Core/VideoCommon/FramebufferManager.h index 7921a70d41..e6e7cdc920 100644 --- a/Source/Core/VideoCommon/FramebufferManager.h +++ b/Source/Core/VideoCommon/FramebufferManager.h @@ -194,7 +194,7 @@ protected: void DoLoadState(PointerWrap& p); void DoSaveState(PointerWrap& p); - float m_efb_scale = 0.0f; + float m_efb_scale = 1.0f; PixelFormat m_prev_efb_format; std::unique_ptr m_efb_color_texture; diff --git a/Source/Core/VideoCommon/Present.cpp b/Source/Core/VideoCommon/Present.cpp index 8f773ae630..d475c15c24 100644 --- a/Source/Core/VideoCommon/Present.cpp +++ b/Source/Core/VideoCommon/Present.cpp @@ -69,6 +69,32 @@ static std::tuple FindClosestIntegerResolution(float width, float heig return std::make_tuple(int_width, int_height); } +static void TryToSnapToXFBSize(int& width, int& height, int xfb_width, int xfb_height) +{ + // Screen is blanking (e.g. game booting up), nothing to do here + if (xfb_width == 0 || xfb_height == 0) + return; + + // If there's only 1 pixel of either horizontal or vertical resolution difference, + // make the output size match a multiple of the XFB native resolution, + // to achieve the highest quality (least scaling). + // The reason why the threshold is 1 pixel (per internal resolution multiplier) is because of + // minor inaccuracies of the VI aspect ratio (and because some resolutions are rounded + // while other are floored). + const unsigned int efb_scale = g_framebuffer_manager->GetEFBScale(); + const unsigned int pixel_difference_width = std::abs(width - xfb_width); + const unsigned int pixel_difference_height = std::abs(height - xfb_height); + // We ignore this if there's an offset on both hor and ver size, + // as then we'd be changing the aspect ratio too much and would need to + // re-calculate a lot of stuff (like black bars). + if ((pixel_difference_width <= efb_scale && pixel_difference_height == 0) || + (pixel_difference_height <= efb_scale && pixel_difference_width == 0)) + { + width = xfb_width; + height = xfb_height; + } +} + Presenter::Presenter() { m_config_changed = @@ -114,6 +140,7 @@ bool Presenter::FetchXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_heigh { // Game is blanking the screen m_xfb_entry.reset(); + m_xfb_rect = MathUtil::Rectangle(); m_last_xfb_id = std::numeric_limits::max(); } else @@ -534,6 +561,7 @@ void Presenter::UpdateDrawRectangle() // FIXME: this breaks at very low widget sizes // Make ControllerInterface aware of the render window region actually being used // to adjust mouse cursor inputs. + // This also fails to acknowledge "g_ActiveConfig.bCrop". g_controller_interface.SetAspectRatioAdjustment(draw_aspect_ratio / win_aspect_ratio); float draw_width = draw_aspect_ratio; @@ -576,10 +604,20 @@ void Presenter::UpdateDrawRectangle() } else { + // Find the best integer resolution: the closest aspect ratio with the least black bars + const float updated_draw_aspect_ratio = draw_width / draw_height; const auto int_draw_res = - FindClosestIntegerResolution(draw_width, draw_height, win_aspect_ratio); + FindClosestIntegerResolution(draw_width, draw_height, updated_draw_aspect_ratio); int_draw_width = std::get<0>(int_draw_res); int_draw_height = std::get<1>(int_draw_res); + if (!g_ActiveConfig.bCrop) + { + TryToSnapToXFBSize(int_draw_width, int_draw_height, m_xfb_rect.GetWidth(), + m_xfb_rect.GetHeight()); + // We can't draw something bigger than the window, it will crop + int_draw_width = std::min(int_draw_width, static_cast(win_width)); + int_draw_height = std::min(int_draw_height, static_cast(win_height)); + } } m_target_rectangle.left = static_cast(std::round(win_width / 2.0 - int_draw_width / 2.0)); @@ -620,13 +658,14 @@ std::tuple Presenter::CalculateOutputDimensions(int width, int height, if (!allow_stretch && aspect_mode == AspectMode::Stretch) aspect_mode = AspectMode::Auto; - // Find the closest integer aspect ratio, - // this avoids a small black line from being drawn on one of the four edges if (!g_ActiveConfig.bCrop && aspect_mode != AspectMode::Stretch) { + // Find the closest integer resolution for the aspect ratio, + // this avoids a small black line from being drawn on one of the four edges const float draw_aspect_ratio = CalculateDrawAspectRatio(allow_stretch); - const auto [int_width, int_height] = + auto [int_width, int_height] = FindClosestIntegerResolution(scaled_width, scaled_height, draw_aspect_ratio); + TryToSnapToXFBSize(int_width, int_height, m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight()); width = int_width; height = int_height; } diff --git a/Source/Core/VideoCommon/Present.h b/Source/Core/VideoCommon/Present.h index 3a36bf0913..9723e1aa19 100644 --- a/Source/Core/VideoCommon/Present.h +++ b/Source/Core/VideoCommon/Present.h @@ -138,7 +138,8 @@ private: u32 m_auto_resolution_scale = 1; RcTcacheEntry m_xfb_entry; - MathUtil::Rectangle m_xfb_rect; + // Internal resolution multiplier scaled XFB size + MathUtil::Rectangle m_xfb_rect{0, 0, MAX_XFB_WIDTH, MAX_XFB_HEIGHT}; // Tracking of XFB textures so we don't render duplicate frames. u64 m_last_xfb_id = std::numeric_limits::max(); @@ -156,8 +157,10 @@ private: // XFB tracking u64 m_last_xfb_ticks = 0; u32 m_last_xfb_addr = 0; + // Native XFB width u32 m_last_xfb_width = MAX_XFB_WIDTH; u32 m_last_xfb_stride = 0; + // Native XFB height u32 m_last_xfb_height = MAX_XFB_HEIGHT; Common::EventHook m_config_changed;