Merge pull request #12170 from Filoppi/custom_aspect_ratio
Add support for custom aspect ratios
This commit is contained in:
commit
715a551dac
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@ -21,6 +21,10 @@ const Info<int> GFX_ADAPTER{{System::GFX, "Hardware", "Adapter"}, 0};
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const Info<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}, false};
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const Info<AspectMode> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"}, AspectMode::Auto};
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const Info<int> GFX_CUSTOM_ASPECT_RATIO_WIDTH{{System::GFX, "Settings", "CustomAspectRatioWidth"},
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1};
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const Info<int> GFX_CUSTOM_ASPECT_RATIO_HEIGHT{{System::GFX, "Settings", "CustomAspectRatioHeight"},
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1};
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const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"},
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AspectMode::Auto};
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const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD{
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@ -28,6 +28,8 @@ extern const Info<int> GFX_ADAPTER;
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extern const Info<bool> GFX_WIDESCREEN_HACK;
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extern const Info<AspectMode> GFX_ASPECT_RATIO;
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extern const Info<int> GFX_CUSTOM_ASPECT_RATIO_WIDTH;
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extern const Info<int> GFX_CUSTOM_ASPECT_RATIO_HEIGHT;
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extern const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO;
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extern const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD;
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extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP;
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@ -477,7 +477,7 @@ float VideoInterfaceManager::GetAspectRatio() const
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// signal (which would be 4:3)
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// This function only deals with standard aspect ratios. For widescreen aspect ratios,
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// multiply the result by 1.33333..
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// multiply the result by 1.33333... (the ratio between 16:9 and 4:3)
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// 1. Get our active area in BT.601 samples (more or less pixels)
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int active_lines = m_vertical_timing_register.ACV;
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@ -388,9 +388,9 @@ public:
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u32 GetTicksPerHalfLine() const;
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u32 GetTicksPerField() const;
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// Get the aspect ratio of VI's active area.
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// Get the aspect ratio of VI's active area (rarely matching pure 4:3).
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// This function only deals with standard aspect ratios. For widescreen aspect ratios, multiply
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// the result by 1.33333..
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// the result by 1.33333... (the ratio between 16:9 and 4:3)
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float GetAspectRatio() const;
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// Create a fake VI mode for a fifolog
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@ -359,8 +359,9 @@ void AdvancedWidget::AddDescriptions()
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"level 9 but finish in significantly less time.<br><br>"
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"<dolphin_emphasis>If unsure, leave this at 6.</dolphin_emphasis>");
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static const char TR_CROPPING_DESCRIPTION[] = QT_TR_NOOP(
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"Crops the picture from its native aspect ratio to 4:3 or "
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"16:9.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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"Crops the picture from its native aspect ratio (which rarely exactly matches 4:3 or 16:9),"
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" to the specific user target aspect ratio (e.g. 4:3 or 16:9).<br><br>"
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"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
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"Enables progressive scan if supported by the emulated software. Most games don't have "
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"any issue with this.<br><br><dolphin_emphasis>If unsure, leave this "
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@ -561,12 +561,11 @@ void EnhancementsWidget::AddDescriptions()
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"causes slowdowns or graphical issues.<br><br><dolphin_emphasis>If unsure, leave "
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"this unchecked.</dolphin_emphasis>");
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static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
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"Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to "
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"\"Force 16:9\" to force 4:3-only games to run at 16:9.<br><br>Rarely produces good "
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"results and "
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"often partially breaks graphics and game UIs. Unnecessary (and detrimental) if using any "
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"AR/Gecko-code widescreen patches.<br><br><dolphin_emphasis>If unsure, leave "
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"this unchecked.</dolphin_emphasis>");
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"Forces the game to output graphics at any aspect ratio by expanding the view frustum "
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"without stretching the image.<br>This is a hack, and its results will vary widely game "
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"to game (it often causes the UI to stretch).<br>"
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"Game-specific AR/Gecko-code aspect ratio patches are preferable over this if available."
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"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_REMOVE_FOG_DESCRIPTION[] =
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QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
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"detail.<br><br>Disabling fog will break some games which rely on proper fog "
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@ -20,6 +20,7 @@
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#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
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#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
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#include "DolphinQt/Config/ConfigControls/ConfigInteger.h"
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#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
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#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt/Config/ToolTipControls/ToolTipComboBox.h"
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@ -54,9 +55,20 @@ void GeneralWidget::CreateWidgets()
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m_video_layout = new QGridLayout();
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m_backend_combo = new ToolTipComboBox();
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m_aspect_combo =
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new ConfigChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
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Config::GFX_ASPECT_RATIO);
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m_aspect_combo = new ConfigChoice(
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{tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window"), tr("Custom")},
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Config::GFX_ASPECT_RATIO);
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m_custom_aspect_label = new QLabel(tr("Custom Aspect Ratio:"));
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m_custom_aspect_label->setHidden(true);
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constexpr int MAX_CUSTOM_ASPECT_RATIO_RESOLUTION = 10000;
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m_custom_aspect_width = new ConfigInteger(1, MAX_CUSTOM_ASPECT_RATIO_RESOLUTION,
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Config::GFX_CUSTOM_ASPECT_RATIO_WIDTH);
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m_custom_aspect_width->setEnabled(false);
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m_custom_aspect_width->setHidden(true);
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m_custom_aspect_height = new ConfigInteger(1, MAX_CUSTOM_ASPECT_RATIO_RESOLUTION,
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Config::GFX_CUSTOM_ASPECT_RATIO_HEIGHT);
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m_custom_aspect_height->setEnabled(false);
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m_custom_aspect_height->setHidden(true);
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m_adapter_combo = new ToolTipComboBox;
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m_enable_vsync = new ConfigBool(tr("V-Sync"), Config::GFX_VSYNC);
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m_enable_fullscreen = new ConfigBool(tr("Start in Fullscreen"), Config::MAIN_FULLSCREEN);
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@ -70,16 +82,20 @@ void GeneralWidget::CreateWidgets()
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}
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m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
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m_video_layout->addWidget(m_backend_combo, 0, 1);
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m_video_layout->addWidget(m_backend_combo, 0, 1, 1, -1);
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m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
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m_video_layout->addWidget(m_adapter_combo, 1, 1);
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m_video_layout->addWidget(m_adapter_combo, 1, 1, 1, -1);
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m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
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m_video_layout->addWidget(m_aspect_combo, 3, 1);
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m_video_layout->addWidget(m_aspect_combo, 3, 1, 1, -1);
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m_video_layout->addWidget(m_enable_vsync, 4, 0);
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m_video_layout->addWidget(m_enable_fullscreen, 4, 1);
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m_video_layout->addWidget(m_custom_aspect_label, 4, 0);
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m_video_layout->addWidget(m_custom_aspect_width, 4, 1);
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m_video_layout->addWidget(m_custom_aspect_height, 4, 2);
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m_video_layout->addWidget(m_enable_vsync, 5, 0);
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m_video_layout->addWidget(m_enable_fullscreen, 5, 1, 1, -1);
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// Other
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auto* m_options_box = new QGroupBox(tr("Other"));
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@ -138,6 +154,14 @@ void GeneralWidget::ConnectWidgets()
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Config::SetBaseOrCurrent(Config::GFX_ADAPTER, index);
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emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
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});
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connect(m_aspect_combo, qOverload<int>(&QComboBox::currentIndexChanged), this, [&](int index) {
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const bool is_custom_aspect_ratio = (index == static_cast<int>(AspectMode::Custom));
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m_custom_aspect_width->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_height->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_label->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_width->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_height->setHidden(!is_custom_aspect_ratio);
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});
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}
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void GeneralWidget::LoadSettings()
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@ -145,6 +169,13 @@ void GeneralWidget::LoadSettings()
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// Video Backend
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m_backend_combo->setCurrentIndex(m_backend_combo->findData(
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QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
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const bool is_custom_aspect_ratio = (Config::Get(Config::GFX_ASPECT_RATIO) == AspectMode::Custom);
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m_custom_aspect_width->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_height->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_label->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_width->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_height->setHidden(!is_custom_aspect_ratio);
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}
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void GeneralWidget::SaveSettings()
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@ -207,11 +238,15 @@ void GeneralWidget::AddDescriptions()
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QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
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"a separate render window.<br><br><dolphin_emphasis>If unsure, leave "
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"this unchecked.</dolphin_emphasis>");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
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"Selects which aspect ratio to use when rendering.<br><br>Auto: Uses the native aspect "
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"ratio<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio.<br>Force 4:3: "
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"Mimics a standard 4:3 analog TV.<br>Stretch to Window: Stretches the picture to the "
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"window size.<br><br><dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] =
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QT_TR_NOOP("Selects which aspect ratio to use when rendering.<br>"
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"Each game can have a slightly different native aspect ratio."
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"<br><br>Auto: Uses the native aspect ratio"
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"<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio."
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"<br>Force 4:3: Mimics a standard 4:3 analog TV."
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"<br>Stretch to Window: Stretches the picture to the window size."
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"<br>Custom: For games running with specific custom aspect ratio cheats.<br><br>"
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"<dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
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static const char TR_VSYNC_DESCRIPTION[] = QT_TR_NOOP(
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"Waits for vertical blanks in order to prevent tearing.<br><br>Decreases performance "
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"if emulation speed is below 100%.<br><br><dolphin_emphasis>If unsure, leave "
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@ -260,6 +295,9 @@ void GeneralWidget::AddDescriptions()
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m_aspect_combo->SetTitle(tr("Aspect Ratio"));
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m_aspect_combo->SetDescription(tr(TR_ASPECT_RATIO_DESCRIPTION));
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m_custom_aspect_width->SetTitle(tr("Custom Aspect Ratio Width"));
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m_custom_aspect_height->SetTitle(tr("Custom Aspect Ratio Height"));
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m_enable_vsync->SetDescription(tr(TR_VSYNC_DESCRIPTION));
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m_enable_fullscreen->SetDescription(tr(TR_FULLSCREEN_DESCRIPTION));
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@ -9,10 +9,12 @@
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class ConfigBool;
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class ConfigChoice;
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class ConfigInteger;
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class ConfigRadioInt;
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class GraphicsWindow;
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class QCheckBox;
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class QComboBox;
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class QLabel;
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class QRadioButton;
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class QGridLayout;
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class ToolTipComboBox;
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@ -41,6 +43,9 @@ private:
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ToolTipComboBox* m_backend_combo;
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ToolTipComboBox* m_adapter_combo;
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ConfigChoice* m_aspect_combo;
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QLabel* m_custom_aspect_label;
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ConfigInteger* m_custom_aspect_width;
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ConfigInteger* m_custom_aspect_height;
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ConfigBool* m_enable_vsync;
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ConfigBool* m_enable_fullscreen;
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@ -402,12 +402,15 @@ void HotkeyScheduler::Run()
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case AspectMode::Stretch:
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OSD::AddMessage("Stretch");
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break;
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case AspectMode::Analog:
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case AspectMode::ForceStandard:
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OSD::AddMessage("Force 4:3");
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break;
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case AspectMode::AnalogWide:
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case AspectMode::ForceWide:
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OSD::AddMessage("Force 16:9");
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break;
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case AspectMode::Custom:
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OSD::AddMessage("Custom");
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break;
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case AspectMode::Auto:
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default:
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OSD::AddMessage("Auto");
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@ -4,6 +4,7 @@
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#include "VideoCommon/Present.h"
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#include "Common/ChunkFile.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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@ -13,6 +14,7 @@
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#include "Present.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/OnScreenUI.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/Statistics.h"
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@ -28,9 +30,10 @@ static constexpr int VIDEO_ENCODER_LCM = 4;
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namespace VideoCommon
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{
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static float AspectToWidescreen(float aspect)
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// Stretches the native/internal analog resolution aspect ratio from ~4:3 to ~16:9
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static float SourceAspectRatioToWidescreen(float source_aspect)
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{
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return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
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return source_aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
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}
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static std::tuple<int, int> FindClosestIntegerResolution(float width, float height,
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@ -201,20 +204,46 @@ void Presenter::ProcessFrameDumping(u64 ticks) const
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void Presenter::SetBackbuffer(int backbuffer_width, int backbuffer_height)
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{
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const bool is_first = m_backbuffer_width == 0 && m_backbuffer_height == 0;
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const bool size_changed =
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(m_backbuffer_width != backbuffer_width || m_backbuffer_height != backbuffer_height);
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m_backbuffer_width = backbuffer_width;
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m_backbuffer_height = backbuffer_height;
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UpdateDrawRectangle();
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OnBackbufferSet(size_changed, is_first);
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}
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void Presenter::SetBackbuffer(SurfaceInfo info)
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{
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const bool is_first = m_backbuffer_width == 0 && m_backbuffer_height == 0;
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const bool size_changed =
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(m_backbuffer_width != (int)info.width || m_backbuffer_height != (int)info.height);
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m_backbuffer_width = info.width;
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m_backbuffer_height = info.height;
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m_backbuffer_scale = info.scale;
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m_backbuffer_format = info.format;
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if (m_onscreen_ui)
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m_onscreen_ui->SetScale(info.scale);
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OnBackbufferSet(size_changed, is_first);
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}
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void Presenter::OnBackbufferSet(bool size_changed, bool is_first_set)
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{
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UpdateDrawRectangle();
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// Automatically update the resolution scale if the window size changed,
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// or if the game XFB resolution changed.
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if (size_changed && !is_first_set && g_ActiveConfig.iEFBScale == EFB_SCALE_AUTO_INTEGRAL &&
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m_auto_resolution_scale != AutoIntegralScale())
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{
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g_framebuffer_manager->RecreateEFBFramebuffer();
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}
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if (size_changed || is_first_set)
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{
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m_auto_resolution_scale = AutoIntegralScale();
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}
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}
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void Presenter::ConfigChanged(u32 changed_bits)
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@ -292,15 +321,22 @@ float Presenter::CalculateDrawAspectRatio(bool allow_stretch) const
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return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
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auto& vi = Core::System::GetInstance().GetVideoInterface();
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const float aspect_ratio = vi.GetAspectRatio();
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const float source_aspect_ratio = vi.GetAspectRatio();
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if (aspect_mode == AspectMode::AnalogWide ||
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// This will scale up the source ~4:3 resolution to its equivalent ~16:9 resolution
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if (aspect_mode == AspectMode::ForceWide ||
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(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen()))
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{
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return AspectToWidescreen(aspect_ratio);
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return SourceAspectRatioToWidescreen(source_aspect_ratio);
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}
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// For the "custom" mode, we force the exact target aspect ratio, without
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// acknowleding the difference between the source aspect ratio and 4:3.
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else if (aspect_mode == AspectMode::Custom)
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{
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return g_ActiveConfig.GetCustomAspectRatio();
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}
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return aspect_ratio;
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return source_aspect_ratio;
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}
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void Presenter::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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@ -365,38 +401,29 @@ void* Presenter::GetNewSurfaceHandle()
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u32 Presenter::AutoIntegralScale() const
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{
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const float efb_aspect_ratio = static_cast<float>(EFB_WIDTH) / EFB_HEIGHT;
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const float target_aspect_ratio =
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static_cast<float>(m_target_rectangle.GetWidth()) / m_target_rectangle.GetHeight();
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u32 target_width;
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u32 target_height;
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// Instead of using the entire window (back buffer) resolution,
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// find the portion of it that will actually contain the EFB output,
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// and ignore the portion that will likely have black bars.
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if (target_aspect_ratio >= efb_aspect_ratio)
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{
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target_height = m_target_rectangle.GetHeight();
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target_width = static_cast<u32>(
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std::round((static_cast<float>(m_target_rectangle.GetWidth()) / target_aspect_ratio) *
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efb_aspect_ratio));
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}
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// Take the source resolution (XFB) and stretch it on the target aspect ratio.
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// If the target resolution is larger (on either x or y), we scale the source
|
||||
// by a integer multiplier until it won't have to be scaled up anymore.
|
||||
u32 source_width = m_last_xfb_width;
|
||||
u32 source_height = m_last_xfb_height;
|
||||
const u32 target_width = m_target_rectangle.GetWidth();
|
||||
const u32 target_height = m_target_rectangle.GetHeight();
|
||||
const float source_aspect_ratio = (float)source_width / source_height;
|
||||
const float target_aspect_ratio = (float)target_width / target_height;
|
||||
if (source_aspect_ratio >= target_aspect_ratio)
|
||||
source_width = std::round(source_height * target_aspect_ratio);
|
||||
else
|
||||
{
|
||||
target_width = m_target_rectangle.GetWidth();
|
||||
target_height = static_cast<u32>(
|
||||
std::round((static_cast<float>(m_target_rectangle.GetHeight()) * target_aspect_ratio) /
|
||||
efb_aspect_ratio));
|
||||
}
|
||||
|
||||
// Calculate a scale based on the adjusted window size
|
||||
u32 width = EFB_WIDTH * target_width / m_last_xfb_width;
|
||||
u32 height = EFB_HEIGHT * target_height / m_last_xfb_height;
|
||||
return std::max((width - 1) / EFB_WIDTH + 1, (height - 1) / EFB_HEIGHT + 1);
|
||||
source_height = std::round(source_width / target_aspect_ratio);
|
||||
const u32 width_scale =
|
||||
source_width > 0 ? ((target_width + (source_width - 1)) / source_width) : 1;
|
||||
const u32 height_scale =
|
||||
source_height > 0 ? ((target_height + (source_height - 1)) / source_height) : 1;
|
||||
// Limit to the max to avoid creating textures larger than their max supported resolution.
|
||||
return std::min(std::max(width_scale, height_scale),
|
||||
static_cast<u32>(Config::Get(Config::GFX_MAX_EFB_SCALE)));
|
||||
}
|
||||
|
||||
void Presenter::SetWindowSize(int width, int height)
|
||||
void Presenter::SetSuggestedWindowSize(int width, int height)
|
||||
{
|
||||
// While trying to guess the best window resolution, we can't allow it to use the
|
||||
// "AspectMode::Stretch" setting because that would self influence the output result,
|
||||
|
@ -414,7 +441,7 @@ void Presenter::SetWindowSize(int width, int height)
|
|||
Host_RequestRenderWindowSize(out_width, out_height);
|
||||
}
|
||||
|
||||
// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
|
||||
// Crop to exact forced aspect ratios if enabled and not AspectMode::Stretch.
|
||||
std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float height,
|
||||
bool allow_stretch) const
|
||||
{
|
||||
|
@ -426,13 +453,28 @@ std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float h
|
|||
if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
|
||||
return {width, height};
|
||||
|
||||
// Force 4:3 or 16:9 by cropping the image.
|
||||
// Force aspect ratios by cropping the image.
|
||||
const float current_aspect = width / height;
|
||||
const float expected_aspect =
|
||||
(aspect_mode == AspectMode::AnalogWide ||
|
||||
(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen())) ?
|
||||
(16.0f / 9.0f) :
|
||||
(4.0f / 3.0f);
|
||||
float expected_aspect;
|
||||
switch (aspect_mode)
|
||||
{
|
||||
default:
|
||||
case AspectMode::Auto:
|
||||
expected_aspect = g_widescreen->IsGameWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
|
||||
break;
|
||||
case AspectMode::ForceWide:
|
||||
expected_aspect = 16.0f / 9.0f;
|
||||
break;
|
||||
case AspectMode::ForceStandard:
|
||||
expected_aspect = 4.0f / 3.0f;
|
||||
break;
|
||||
// There should be no cropping needed in the custom case,
|
||||
// as output should always exactly match the target aspect ratio
|
||||
case AspectMode::Custom:
|
||||
expected_aspect = g_ActiveConfig.GetCustomAspectRatio();
|
||||
break;
|
||||
}
|
||||
|
||||
if (current_aspect > expected_aspect)
|
||||
{
|
||||
// keep height, crop width
|
||||
|
@ -457,11 +499,13 @@ void Presenter::UpdateDrawRectangle()
|
|||
if (g_ActiveConfig.bWidescreenHack)
|
||||
{
|
||||
auto& vi = Core::System::GetInstance().GetVideoInterface();
|
||||
float source_aspect = vi.GetAspectRatio();
|
||||
float source_aspect_ratio = vi.GetAspectRatio();
|
||||
// If the game is meant to be in widescreen (or forced to),
|
||||
// scale the source aspect ratio to it.
|
||||
if (g_widescreen->IsGameWidescreen())
|
||||
source_aspect = AspectToWidescreen(source_aspect);
|
||||
source_aspect_ratio = SourceAspectRatioToWidescreen(source_aspect_ratio);
|
||||
|
||||
const float adjust = source_aspect / draw_aspect_ratio;
|
||||
const float adjust = source_aspect_ratio / draw_aspect_ratio;
|
||||
if (adjust > 1)
|
||||
{
|
||||
// Vert+
|
||||
|
@ -652,7 +696,7 @@ void Presenter::Present()
|
|||
|
||||
// Update the window size based on the frame that was just rendered.
|
||||
// Due to depending on guest state, we need to call this every frame.
|
||||
SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
|
||||
SetSuggestedWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -694,7 +738,7 @@ void Presenter::Present()
|
|||
{
|
||||
// Update the window size based on the frame that was just rendered.
|
||||
// Due to depending on guest state, we need to call this every frame.
|
||||
SetWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
|
||||
SetSuggestedWindowSize(m_xfb_rect.GetWidth(), m_xfb_rect.GetHeight());
|
||||
}
|
||||
|
||||
if (m_onscreen_ui)
|
||||
|
|
|
@ -46,18 +46,20 @@ public:
|
|||
|
||||
void ConfigChanged(u32 changed_bits);
|
||||
|
||||
// Display resolution
|
||||
// Window resolution (display resolution if fullscreen)
|
||||
int GetBackbufferWidth() const { return m_backbuffer_width; }
|
||||
int GetBackbufferHeight() const { return m_backbuffer_height; }
|
||||
float GetBackbufferScale() const { return m_backbuffer_scale; }
|
||||
u32 AutoIntegralScale() const;
|
||||
AbstractTextureFormat GetBackbufferFormat() const { return m_backbuffer_format; }
|
||||
void SetWindowSize(int width, int height);
|
||||
void SetSuggestedWindowSize(int width, int height);
|
||||
void SetBackbuffer(int backbuffer_width, int backbuffer_height);
|
||||
void SetBackbuffer(SurfaceInfo info);
|
||||
void OnBackbufferSet(bool size_changed, bool is_first_set);
|
||||
|
||||
void UpdateDrawRectangle();
|
||||
|
||||
// Returns the target aspect ratio the XFB output should be drawn with.
|
||||
float CalculateDrawAspectRatio(bool allow_stretch = true) const;
|
||||
|
||||
// Crops the target rectangle to the framebuffer dimensions, reducing the size of the source
|
||||
|
@ -103,6 +105,8 @@ private:
|
|||
|
||||
void ProcessFrameDumping(u64 ticks) const;
|
||||
|
||||
void OnBackBufferSizeChanged();
|
||||
|
||||
std::tuple<int, int> CalculateOutputDimensions(int width, int height,
|
||||
bool allow_stretch = true) const;
|
||||
std::tuple<float, float> ApplyStandardAspectCrop(float width, float height,
|
||||
|
@ -126,15 +130,20 @@ private:
|
|||
Common::Flag m_surface_changed;
|
||||
Common::Flag m_surface_resized;
|
||||
|
||||
// The presentation rectangle.
|
||||
// Width and height correspond to the final output resolution.
|
||||
// Offsets imply black borders (if the window aspect ratio doesn't match the game's one).
|
||||
MathUtil::Rectangle<int> m_target_rectangle = {};
|
||||
|
||||
u32 m_auto_resolution_scale = 1;
|
||||
|
||||
RcTcacheEntry m_xfb_entry;
|
||||
MathUtil::Rectangle<int> m_xfb_rect;
|
||||
|
||||
// Tracking of XFB textures so we don't render duplicate frames.
|
||||
u64 m_last_xfb_id = std::numeric_limits<u64>::max();
|
||||
|
||||
// These will be set on the first call to SetWindowSize.
|
||||
// These will be set on the first call to SetSuggestedWindowSize.
|
||||
int m_last_window_request_width = 0;
|
||||
int m_last_window_request_height = 0;
|
||||
|
||||
|
|
|
@ -91,8 +91,9 @@ static bool IsAnamorphicProjection(const Projection::Raw& projection, const View
|
|||
const VideoConfig& config)
|
||||
{
|
||||
// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
|
||||
// we have an anamorphic projection. This value can be overridden
|
||||
// by a GameINI.
|
||||
// we have an anamorphic projection. This value can be overridden by a GameINI.
|
||||
// Game cheats that change the aspect ratio to natively unsupported ones
|
||||
// won't be automatically recognized here.
|
||||
|
||||
return std::abs(CalculateProjectionViewportRatio(projection, viewport) -
|
||||
config.widescreen_heuristic_widescreen_ratio) <
|
||||
|
|
|
@ -85,6 +85,8 @@ void VideoConfig::Refresh()
|
|||
|
||||
bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
|
||||
aspect_mode = Config::Get(Config::GFX_ASPECT_RATIO);
|
||||
custom_aspect_width = Config::Get(Config::GFX_CUSTOM_ASPECT_RATIO_WIDTH);
|
||||
custom_aspect_height = Config::Get(Config::GFX_CUSTOM_ASPECT_RATIO_HEIGHT);
|
||||
suggested_aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
|
||||
widescreen_heuristic_transition_threshold =
|
||||
Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD);
|
||||
|
@ -287,6 +289,7 @@ void CheckForConfigChanges()
|
|||
const u32 old_game_mod_changes =
|
||||
g_ActiveConfig.graphics_mod_config ? g_ActiveConfig.graphics_mod_config->GetChangeCount() : 0;
|
||||
const bool old_graphics_mods_enabled = g_ActiveConfig.bGraphicMods;
|
||||
const AspectMode old_aspect_mode = g_ActiveConfig.aspect_mode;
|
||||
const AspectMode old_suggested_aspect_mode = g_ActiveConfig.suggested_aspect_mode;
|
||||
const bool old_widescreen_hack = g_ActiveConfig.bWidescreenHack;
|
||||
const auto old_post_processing_shader = g_ActiveConfig.sPostProcessingShader;
|
||||
|
@ -336,6 +339,8 @@ void CheckForConfigChanges()
|
|||
changed_bits |= CONFIG_CHANGE_BIT_BBOX;
|
||||
if (old_efb_scale != g_ActiveConfig.iEFBScale)
|
||||
changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
|
||||
if (old_aspect_mode != g_ActiveConfig.aspect_mode)
|
||||
changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
|
||||
if (old_suggested_aspect_mode != g_ActiveConfig.suggested_aspect_mode)
|
||||
changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
|
||||
if (old_widescreen_hack != g_ActiveConfig.bWidescreenHack)
|
||||
|
|
|
@ -21,10 +21,11 @@ constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
|
|||
|
||||
enum class AspectMode : int
|
||||
{
|
||||
Auto,
|
||||
AnalogWide,
|
||||
Analog,
|
||||
Auto, // 4:3 or 16:9
|
||||
ForceWide, // 16:9
|
||||
ForceStandard, // 4:3
|
||||
Stretch,
|
||||
Custom,
|
||||
};
|
||||
|
||||
enum class StereoMode : int
|
||||
|
@ -105,6 +106,8 @@ struct VideoConfig final
|
|||
bool bVSyncActive = false;
|
||||
bool bWidescreenHack = false;
|
||||
AspectMode aspect_mode{};
|
||||
int custom_aspect_width = 1;
|
||||
int custom_aspect_height = 1;
|
||||
AspectMode suggested_aspect_mode{};
|
||||
u32 widescreen_heuristic_transition_threshold = 0;
|
||||
float widescreen_heuristic_aspect_ratio_slop = 0.f;
|
||||
|
@ -365,6 +368,8 @@ struct VideoConfig final
|
|||
bool UsingUberShaders() const;
|
||||
u32 GetShaderCompilerThreads() const;
|
||||
u32 GetShaderPrecompilerThreads() const;
|
||||
|
||||
float GetCustomAspectRatio() const { return (float)custom_aspect_width / custom_aspect_height; }
|
||||
};
|
||||
|
||||
extern VideoConfig g_Config;
|
||||
|
|
|
@ -36,23 +36,24 @@ void WidescreenManager::Update()
|
|||
m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
|
||||
|
||||
// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
|
||||
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
|
||||
if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard)
|
||||
m_is_game_widescreen = false;
|
||||
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
|
||||
else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide)
|
||||
m_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::Analog)
|
||||
if (aspect_mode == AspectMode::ForceStandard)
|
||||
m_is_game_widescreen = false;
|
||||
else if (aspect_mode == AspectMode::AnalogWide)
|
||||
else if (aspect_mode == AspectMode::ForceWide)
|
||||
m_is_game_widescreen = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 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()
|
||||
{
|
||||
const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
|
||||
|
@ -63,9 +64,10 @@ void WidescreenManager::UpdateWidescreenHeuristic()
|
|||
|
||||
Update();
|
||||
|
||||
// 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::Analog ||
|
||||
g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
|
||||
// If widescreen hack isn't active and aspect_mode (user setting)
|
||||
// is set to a forced aspect ratio, don't use heuristic.
|
||||
if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::ForceStandard ||
|
||||
g_ActiveConfig.aspect_mode == AspectMode::ForceWide))
|
||||
return;
|
||||
|
||||
// Modify the threshold based on which aspect ratio we're already using:
|
||||
|
|
|
@ -11,11 +11,14 @@
|
|||
class PointerWrap;
|
||||
|
||||
// This class is responsible for tracking the game's aspect ratio.
|
||||
// This exclusively supports 4:3 or 16:9 detection by default.
|
||||
class WidescreenManager
|
||||
{
|
||||
public:
|
||||
WidescreenManager();
|
||||
|
||||
// Just a helper to tell whether the game seems to be running in widescreen,
|
||||
// or if it's being forced to.
|
||||
bool IsGameWidescreen() const { return m_is_game_widescreen; }
|
||||
|
||||
void DoState(PointerWrap& p);
|
||||
|
|
Loading…
Reference in New Issue