Move WidescreenHeuristic to it's own class
It's about the only thing left in renderer
This commit is contained in:
parent
31cfe8250d
commit
9b5397abdb
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@ -717,6 +717,7 @@
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<ClInclude Include="VideoCommon\VideoConfig.h" />
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<ClInclude Include="VideoCommon\VideoEvents.h" />
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<ClInclude Include="VideoCommon\VideoState.h" />
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<ClInclude Include="VideoCommon\Widescreen.h" />
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<ClInclude Include="VideoCommon\XFMemory.h" />
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<ClInclude Include="VideoCommon\XFStructs.h" />
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</ItemGroup>
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@ -1306,6 +1307,7 @@
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<ClCompile Include="VideoCommon\VideoBackendBase.cpp" />
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<ClCompile Include="VideoCommon\VideoConfig.cpp" />
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<ClCompile Include="VideoCommon\VideoState.cpp" />
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<ClCompile Include="VideoCommon\Widescreen.cpp" />
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<ClCompile Include="VideoCommon\XFMemory.cpp" />
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<ClCompile Include="VideoCommon\XFStructs.cpp" />
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</ItemGroup>
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@ -169,6 +169,8 @@ add_library(videocommon
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VideoConfig.h
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VideoState.cpp
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VideoState.h
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Widescreen.cpp
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Widescreen.h
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XFMemory.cpp
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XFMemory.h
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XFStructs.cpp
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@ -14,11 +14,11 @@
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/OnScreenUI.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/VideoEvents.h"
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#include "VideoCommon/Widescreen.h"
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std::unique_ptr<VideoCommon::Presenter> g_presenter;
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@ -246,7 +246,7 @@ float Presenter::CalculateDrawAspectRatio() const
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const float aspect_ratio = VideoInterface::GetAspectRatio();
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if (aspect_mode == AspectMode::AnalogWide ||
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(aspect_mode == AspectMode::Auto && g_renderer->IsGameWidescreen()))
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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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}
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@ -346,7 +346,7 @@ std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float h
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const float current_aspect = width / height;
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const float expected_aspect =
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(aspect_mode == AspectMode::AnalogWide ||
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(aspect_mode == AspectMode::Auto && g_renderer->IsGameWidescreen())) ?
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(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen())) ?
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(16.0f / 9.0f) :
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(4.0f / 3.0f);
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if (current_aspect > expected_aspect)
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@ -373,7 +373,7 @@ void Presenter::UpdateDrawRectangle()
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if (g_ActiveConfig.bWidescreenHack)
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{
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float source_aspect = VideoInterface::GetAspectRatio();
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if (g_renderer && g_renderer->IsGameWidescreen())
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if (g_widescreen->IsGameWidescreen())
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source_aspect = AspectToWidescreen(source_aspect);
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const float adjust = source_aspect / draw_aspect_ratio;
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@ -26,19 +26,14 @@
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Core/Config/SYSCONFSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/System.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/FrameDumper.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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@ -48,15 +43,6 @@ std::unique_ptr<Renderer> g_renderer;
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Renderer::Renderer() : m_prev_efb_format{PixelFormat::INVALID_FMT}
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{
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UpdateWidescreen();
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m_config_changed_handle =
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ConfigChangedEvent::Register([this](u32 bits) { OnConfigChanged(bits); }, "Renderer");
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// VertexManager doesn't maintain statistics in Wii mode.
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if (!SConfig::GetInstance().bWii)
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m_update_widescreen_handle =
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AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic");
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}
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Renderer::~Renderer() = default;
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@ -166,85 +152,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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}
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}
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void Renderer::UpdateWidescreen()
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{
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if (SConfig::GetInstance().bWii)
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m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
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// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
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if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
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if (!g_ActiveConfig.bWidescreenHack)
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{
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const auto aspect_mode = g_ActiveConfig.aspect_mode;
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if (aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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}
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}
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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void Renderer::UpdateWidescreenHeuristic()
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{
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const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
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// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
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if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
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return;
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UpdateWidescreen();
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// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
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if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
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g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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return;
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// Modify the threshold based on which aspect ratio we're already using:
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// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
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static constexpr u32 TRANSITION_THRESHOLD = 3;
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const auto looks_normal = [](auto& counts) {
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return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto looks_anamorphic = [](auto& counts) {
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return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto& persp = flush_statistics.perspective;
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const auto& ortho = flush_statistics.orthographic;
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const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
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if (looks_anamorphic(persp) || ortho_looks_anamorphic)
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{
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// If either perspective or orthographic projections look anamorphic, it's a safe bet.
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m_is_game_widescreen = true;
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}
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else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
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{
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// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
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// with NON-anamorphic orthographic projections.
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// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
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// shown. e.g. Animal Crossing's inventory menu.
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// Unless we were in a situation which was orthographically anamorphic
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// we won't consider orthographic data for changes from 16:9 to 4:3.
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m_is_game_widescreen = false;
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}
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m_was_orthographically_anamorphic = ortho_looks_anamorphic;
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}
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void Renderer::OnConfigChanged(u32 bits)
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{
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if (bits & CONFIG_CHANGE_BIT_ASPECT_RATIO)
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UpdateWidescreen();
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}
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bool Renderer::UseVertexDepthRange()
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{
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// We can't compute the depth range in the vertex shader if we don't support depth clamp.
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@ -266,10 +173,5 @@ bool Renderer::UseVertexDepthRange()
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void Renderer::DoState(PointerWrap& p)
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{
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p.Do(m_is_game_widescreen);
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if (p.IsReadMode())
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{
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m_was_orthographically_anamorphic = false;
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}
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p.Do(m_prev_efb_format);
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}
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@ -37,28 +37,14 @@ public:
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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bool IsGameWidescreen() const { return m_is_game_widescreen; }
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PixelFormat GetPrevPixelFormat() const { return m_prev_efb_format; }
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void StorePixelFormat(PixelFormat new_format) { m_prev_efb_format = new_format; }
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static bool UseVertexDepthRange();
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void DoState(PointerWrap& p);
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void OnConfigChanged(u32 bits);
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protected:
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void UpdateWidescreen();
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void UpdateWidescreenHeuristic();
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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private:
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PixelFormat m_prev_efb_format;
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EventHook m_update_widescreen_handle;
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EventHook m_config_changed_handle;
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};
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extern std::unique_ptr<Renderer> g_renderer;
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@ -64,6 +64,7 @@
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/VideoState.h"
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#include "VideoCommon/Widescreen.h"
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VideoBackendBase* g_video_backend = nullptr;
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@ -359,6 +360,7 @@ bool VideoBackendBase::InitializeShared(std::unique_ptr<AbstractGfx> gfx,
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
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g_graphics_mod_manager = std::make_unique<GraphicsModManager>();
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g_widescreen = std::make_unique<WidescreenManager>();
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auto& system = Core::System::GetInstance();
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auto& command_processor = system.GetCommandProcessor();
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@ -407,6 +409,7 @@ void VideoBackendBase::ShutdownShared()
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g_shader_cache.reset();
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g_vertex_manager.reset();
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g_renderer.reset();
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g_widescreen.reset();
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g_presenter.reset();
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g_gfx.reset();
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@ -26,6 +26,7 @@
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/Widescreen.h"
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#include "VideoCommon/XFMemory.h"
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void VideoCommon_DoState(PointerWrap& p)
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@ -105,6 +106,9 @@ void VideoCommon_DoState(PointerWrap& p)
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g_bounding_box->DoState(p);
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p.DoMarker("Bounding Box");
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g_widescreen->DoState(p);
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p.DoMarker("Widescreen");
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// Refresh state.
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if (p.IsReadMode())
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{
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@ -0,0 +1,113 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Widescreen.h"
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#include "Common/ChunkFile.h"
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#include "Core/Config/SYSCONFSettings.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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std::unique_ptr<WidescreenManager> g_widescreen;
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WidescreenManager::WidescreenManager()
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{
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Update();
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m_config_changed = ConfigChangedEvent::Register([this](u32 bits) {
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if (bits & (CONFIG_CHANGE_BIT_ASPECT_RATIO))
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Update();
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}, "Widescreen");
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// VertexManager doesn't maintain statistics in Wii mode.
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if (!SConfig::GetInstance().bWii)
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{
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m_update_widescreen =
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AfterFrameEvent::Register([this] { UpdateWidescreenHeuristic(); }, "WideScreen Heuristic");
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}
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}
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void WidescreenManager::Update()
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{
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if (SConfig::GetInstance().bWii)
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m_is_game_widescreen = Config::Get(Config::SYSCONF_WIDESCREEN);
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// suggested_aspect_mode overrides SYSCONF_WIDESCREEN
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if (g_ActiveConfig.suggested_aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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// If widescreen hack is disabled override game's AR if UI is set to 4:3 or 16:9.
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if (!g_ActiveConfig.bWidescreenHack)
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{
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const auto aspect_mode = g_ActiveConfig.aspect_mode;
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if (aspect_mode == AspectMode::Analog)
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m_is_game_widescreen = false;
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else if (aspect_mode == AspectMode::AnalogWide)
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m_is_game_widescreen = true;
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}
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}
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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void WidescreenManager::UpdateWidescreenHeuristic()
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{
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const auto flush_statistics = g_vertex_manager->ResetFlushAspectRatioCount();
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// If suggested_aspect_mode (GameINI) is configured don't use heuristic.
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if (g_ActiveConfig.suggested_aspect_mode != AspectMode::Auto)
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return;
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Update();
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// If widescreen hack isn't active and aspect_mode (UI) is 4:3 or 16:9 don't use heuristic.
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if (!g_ActiveConfig.bWidescreenHack && (g_ActiveConfig.aspect_mode == AspectMode::Analog ||
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g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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return;
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// Modify the threshold based on which aspect ratio we're already using:
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// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
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static constexpr u32 TRANSITION_THRESHOLD = 3;
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const auto looks_normal = [](auto& counts) {
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return counts.normal_vertex_count > counts.anamorphic_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto looks_anamorphic = [](auto& counts) {
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return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
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};
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const auto& persp = flush_statistics.perspective;
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const auto& ortho = flush_statistics.orthographic;
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const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
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if (looks_anamorphic(persp) || ortho_looks_anamorphic)
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{
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// If either perspective or orthographic projections look anamorphic, it's a safe bet.
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m_is_game_widescreen = true;
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}
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else if (looks_normal(persp) || (m_was_orthographically_anamorphic && looks_normal(ortho)))
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{
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// Many widescreen games (or AR/GeckoCodes) use anamorphic perspective projections
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// with NON-anamorphic orthographic projections.
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// This can cause incorrect changes to 4:3 when perspective projections are temporarily not
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// shown. e.g. Animal Crossing's inventory menu.
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// Unless we were in a situation which was orthographically anamorphic
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// we won't consider orthographic data for changes from 16:9 to 4:3.
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m_is_game_widescreen = false;
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}
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m_was_orthographically_anamorphic = ortho_looks_anamorphic;
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}
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void WidescreenManager::DoState(PointerWrap& p)
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{
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p.Do(m_is_game_widescreen);
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if (p.IsReadMode())
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{
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m_was_orthographically_anamorphic = false;
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}
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}
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@ -0,0 +1,34 @@
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// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/VideoEvents.h"
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class PointerWrap;
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// This class is responsible for tracking the game's aspect ratio.
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class WidescreenManager
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{
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public:
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WidescreenManager();
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bool IsGameWidescreen() const { return m_is_game_widescreen; }
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void DoState(PointerWrap& p);
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private:
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void Update();
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void UpdateWidescreenHeuristic();
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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EventHook m_update_widescreen;
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EventHook m_config_changed;
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};
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extern std::unique_ptr<WidescreenManager> g_widescreen;
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