Merge pull request #2769 from phire/autodetect_widescreen

Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
This commit is contained in:
Scott Mansell 2015-07-29 18:23:35 +12:00
commit 567d0b20fa
1 changed files with 17 additions and 0 deletions

View File

@ -9,6 +9,8 @@
#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/RenderBase.h"
@ -417,6 +419,21 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[14] = -1.0f;
g_fProjectionMatrix[15] = 0.0f;
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
if (!SConfig::GetInstance().bWii)
{
// Due to the BT.601 standard which the GameCube is based on being a compromise
// between PAL and NTSC, neither standard gets square pixels. They are each off
// by ~9% in opposite directions.
// Just in case any game decides to take this into account, we do these tests
// with a large amount of slop.
float aspect = fabsf(rawProjection[2] / rawProjection[0]);
if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11) // within 11% of 16:9
g_aspect_wide = true;
else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11) // within 11% of 4:3
g_aspect_wide = false;
}
SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);
SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]);
SETSTAT_FT(stats.gproj_2, g_fProjectionMatrix[2]);