From 3158a5bc355d5feab458dc3ec9e00b781eb83bdd Mon Sep 17 00:00:00 2001 From: Michael Maltese Date: Thu, 2 Mar 2017 17:51:31 -0800 Subject: [PATCH] RenderBase: clean up UpdateDrawRectangle --- Source/Core/VideoCommon/RenderBase.cpp | 128 ++++++++++--------------- Source/Core/VideoCommon/RenderBase.h | 3 +- 2 files changed, 55 insertions(+), 76 deletions(-) diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index ff390a8c7d..3e71d14d09 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -456,29 +456,23 @@ void Renderer::DrawDebugText() RenderText(final_yellow, 20, 20, 0xFFFFFF00); } -float Renderer::CalculateDrawAspectRatio(int target_width, int target_height) const +float Renderer::CalculateDrawAspectRatio() const { - // The dimensions are the sizes that are used to create the EFB/backbuffer textures, so - // they should always be greater than zero. - _assert_(target_width > 0 && target_height > 0); if (g_ActiveConfig.iAspectRatio == ASPECT_STRETCH) { // If stretch is enabled, we prefer the aspect ratio of the window. - return (static_cast(target_width) / static_cast(target_height)) / - (static_cast(m_backbuffer_width) / static_cast(m_backbuffer_height)); + return (static_cast(m_backbuffer_width) / static_cast(m_backbuffer_height)); } // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio if (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || (g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide)) { - return (static_cast(target_width) / static_cast(target_height)) / - AspectToWidescreen(VideoInterface::GetAspectRatio()); + return AspectToWidescreen(VideoInterface::GetAspectRatio()); } else { - return (static_cast(target_width) / static_cast(target_height)) / - VideoInterface::GetAspectRatio(); + return VideoInterface::GetAspectRatio(); } } @@ -487,15 +481,14 @@ std::tuple Renderer::ScaleToDisplayAspectRatio(const int width, { // Scale either the width or height depending the content aspect ratio. // This way we preserve as much resolution as possible when scaling. - float ratio = CalculateDrawAspectRatio(width, height); - if (ratio >= 1.0f) - { - // Preserve horizontal resolution, scale vertically. - return std::make_tuple(static_cast(width), static_cast(height) * ratio); - } - - // Preserve vertical resolution, scale horizontally. - return std::make_tuple(static_cast(width) / ratio, static_cast(height)); + float scaled_width = static_cast(width); + float scaled_height = static_cast(height); + const float draw_aspect = CalculateDrawAspectRatio(); + if (scaled_width / scaled_height >= draw_aspect) + scaled_height = scaled_width / draw_aspect; + else + scaled_width = scaled_height * draw_aspect; + return std::make_tuple(scaled_width, scaled_height); } TargetRectangle Renderer::CalculateFrameDumpDrawRectangle() const @@ -530,14 +523,9 @@ TargetRectangle Renderer::CalculateFrameDumpDrawRectangle() const void Renderer::UpdateDrawRectangle() { - float FloatGLWidth = static_cast(m_backbuffer_width); - float FloatGLHeight = static_cast(m_backbuffer_height); - float FloatXOffset = 0; - float FloatYOffset = 0; - // The rendering window size - const float WinWidth = FloatGLWidth; - const float WinHeight = FloatGLHeight; + const float win_width = static_cast(m_backbuffer_width); + const float win_height = static_cast(m_backbuffer_height); // Update aspect ratio hack values // Won't take effect until next frame @@ -552,7 +540,7 @@ void Renderer::UpdateDrawRectangle() switch (g_ActiveConfig.iAspectRatio) { case ASPECT_STRETCH: - target_aspect = WinWidth / WinHeight; + target_aspect = win_width / win_height; break; case ASPECT_ANALOG: target_aspect = VideoInterface::GetAspectRatio(); @@ -587,67 +575,57 @@ void Renderer::UpdateDrawRectangle() g_Config.fAspectRatioHackH = 1; } - // Check for force-settings and override. + float draw_width, draw_height, crop_width, crop_height; - // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio - float Ratio = CalculateDrawAspectRatio(m_backbuffer_width, m_backbuffer_height); - if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH) + // get the picture aspect ratio + draw_width = crop_width = CalculateDrawAspectRatio(); + draw_height = crop_height = 1; + + // crop the picture to a standard aspect ratio + if (g_ActiveConfig.bCrop && g_ActiveConfig.iAspectRatio != ASPECT_STRETCH) { - if (Ratio >= 0.995f && Ratio <= 1.005f) + float expected_aspect = (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || + (g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide)) ? + (16.0f / 9.0f) : + (4.0f / 3.0f); + if (crop_width / crop_height >= expected_aspect) { - // If we're very close already, don't scale. - Ratio = 1.0f; + // the picture is flatter than it should be + crop_width = crop_height * expected_aspect; } - else if (Ratio > 1.0f) - { - // Scale down and center in the X direction. - FloatGLWidth /= Ratio; - FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f; - } - // The window is too high, we have to limit the height else { - // Scale down and center in the Y direction. - FloatGLHeight *= Ratio; - FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f; + // the picture is skinnier than it should be + crop_height = crop_width / expected_aspect; } } - // ----------------------------------------------------------------------- - // Crop the picture from Analog to 4:3 or from Analog (Wide) to 16:9. - // Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset - // ------------------ - if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop) + // scale the picture to fit the rendering window + if (win_width / win_height >= crop_width / crop_height) { - Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio(); - if (Ratio <= 1.0f) - { - Ratio = 1.0f / Ratio; - } - // The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is - // adjusted) - float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth; - float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight; - // The new width and height - FloatGLWidth = FloatGLWidth * Ratio; - FloatGLHeight = FloatGLHeight * Ratio; - // Adjust the X and Y offset - FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f); - FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f); + // the window is flatter than the picture + draw_width *= win_height / crop_height; + crop_width *= win_height / crop_height; + draw_height *= win_height / crop_height; + crop_height = win_height; + } + else + { + // the window is skinnier than the picture + draw_width *= win_width / crop_width; + draw_height *= win_width / crop_width; + crop_height *= win_width / crop_width; + crop_width = win_width; } - int XOffset = (int)(FloatXOffset + 0.5f); - int YOffset = (int)(FloatYOffset + 0.5f); - int iWhidth = (int)ceil(FloatGLWidth); - int iHeight = (int)ceil(FloatGLHeight); - iWhidth -= - iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders - iHeight -= iHeight % 4; + // ensure divisibility by 4 to make it compatible with all the video encoders + draw_width = std::ceil(draw_width) - static_cast(std::ceil(draw_width)) % 4; + draw_height = std::ceil(draw_height) - static_cast(std::ceil(draw_height)) % 4; - m_target_rectangle.left = XOffset; - m_target_rectangle.top = YOffset; - m_target_rectangle.right = XOffset + iWhidth; - m_target_rectangle.bottom = YOffset + iHeight; + m_target_rectangle.left = static_cast(std::round(win_width / 2.0 - draw_width / 2.0)); + m_target_rectangle.top = static_cast(std::round(win_height / 2.0 - draw_height / 2.0)); + m_target_rectangle.right = m_target_rectangle.left + static_cast(draw_width); + m_target_rectangle.bottom = m_target_rectangle.top + static_cast(draw_height); } void Renderer::SetWindowSize(int width, int height) diff --git a/Source/Core/VideoCommon/RenderBase.h b/Source/Core/VideoCommon/RenderBase.h index cc7ccdb5ef..55ec03ee7b 100644 --- a/Source/Core/VideoCommon/RenderBase.h +++ b/Source/Core/VideoCommon/RenderBase.h @@ -93,7 +93,8 @@ public: virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0; const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; } - float CalculateDrawAspectRatio(int target_width, int target_height) const; + float CalculateDrawAspectRatio() const; + std::tuple ScaleToDisplayAspectRatio(int width, int height) const; TargetRectangle CalculateFrameDumpDrawRectangle() const; void UpdateDrawRectangle();