Merge pull request #5312 from ligfx/cleanupupdatedrawrectangle

RenderBase: clean up UpdateDrawRectangle
This commit is contained in:
shuffle2 2017-06-05 20:03:56 -07:00 committed by GitHub
commit 98eb192226
2 changed files with 55 additions and 76 deletions

View File

@ -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<float>(target_width) / static_cast<float>(target_height)) /
(static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(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<float>(target_width) / static_cast<float>(target_height)) /
AspectToWidescreen(VideoInterface::GetAspectRatio());
return AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
return (static_cast<float>(target_width) / static_cast<float>(target_height)) /
VideoInterface::GetAspectRatio();
return VideoInterface::GetAspectRatio();
}
}
@ -487,15 +481,14 @@ std::tuple<float, float> 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<float>(width), static_cast<float>(height) * ratio);
}
// Preserve vertical resolution, scale horizontally.
return std::make_tuple(static_cast<float>(width) / ratio, static_cast<float>(height));
float scaled_width = static_cast<float>(width);
float scaled_height = static_cast<float>(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<float>(m_backbuffer_width);
float FloatGLHeight = static_cast<float>(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<float>(m_backbuffer_width);
const float win_height = static_cast<float>(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)
// 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
{
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 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<int>(std::ceil(draw_width)) % 4;
draw_height = std::ceil(draw_height) - static_cast<int>(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<int>(std::round(win_width / 2.0 - draw_width / 2.0));
m_target_rectangle.top = static_cast<int>(std::round(win_height / 2.0 - draw_height / 2.0));
m_target_rectangle.right = m_target_rectangle.left + static_cast<int>(draw_width);
m_target_rectangle.bottom = m_target_rectangle.top + static_cast<int>(draw_height);
}
void Renderer::SetWindowSize(int width, int height)

View File

@ -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<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
TargetRectangle CalculateFrameDumpDrawRectangle() const;
void UpdateDrawRectangle();