Normalize aspect ratio calculations to 4:3
Video Interface simply isn't aware about widescreen. Instead, the render class can multiply by 1.3333333 to get the 16:9 aspect ratio.
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@ -472,7 +472,7 @@ static u32 GetTicksPerOddField()
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return GetTicksPerHalfLine() * GetHalfLinesPerOddField();
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}
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float GetAspectRatio(bool wide)
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float GetAspectRatio()
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{
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u32 multiplier = static_cast<u32>(m_PictureConfiguration.STD / m_PictureConfiguration.WPL);
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int height = (multiplier * m_VerticalTimingRegister.ACV);
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@ -485,14 +485,7 @@ float GetAspectRatio(bool wide)
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//In square pixels, 1024*576 is 16:9, and 768*576 is 4:3
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//Therefore a 16:9 TV would have a "pixel" aspect ratio of 1024/702
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//Similarly a 4:3 TV would have a ratio of 768/702
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if (wide)
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{
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pixelAR = 1024.0f / 702.0f;
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}
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else
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{
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pixelAR = 768.0f / 702.0f;
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}
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pixelAR = 768.0f / 702.0f;
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}
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else
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{
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@ -500,25 +493,11 @@ float GetAspectRatio(bool wide)
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//In square pixels, 864*486 is 16:9, and 648*486 is 4:3
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//Therefore a 16:9 TV would have a "pixel" aspect ratio of 864/710.85
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//Similarly a 4:3 TV would have a ratio of 648/710.85
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if (wide)
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{
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pixelAR = 864.0f / 710.85f;
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}
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else
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{
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pixelAR = 648.0f / 710.85f;
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}
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pixelAR = 648.0f / 710.85f;
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}
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if (width == 0 || height == 0)
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{
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if (wide)
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{
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return 16.0f / 9.0f;
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}
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else
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{
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return 4.0f / 3.0f;
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}
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return 4.0f / 3.0f;
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}
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return ((float)width / (float)height) * pixelAR;
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}
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@ -334,5 +334,5 @@ union UVIHorizontalStepping
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u32 GetTicksPerField();
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//For VI Scaling and Aspect Ratio Correction
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float GetAspectRatio(bool);
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float GetAspectRatio();
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}
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@ -80,6 +80,7 @@ unsigned int Renderer::efb_scale_numeratorY = 1;
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unsigned int Renderer::efb_scale_denominatorX = 1;
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unsigned int Renderer::efb_scale_denominatorY = 1;
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static float AspectToWidescreen(float aspect) { return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f)); }
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Renderer::Renderer()
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: frame_data()
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@ -431,7 +432,9 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
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// Don't know if there is a better place for this code so there isn't a 1 frame delay
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if (g_ActiveConfig.bWidescreenHack)
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{
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float source_aspect = VideoInterface::GetAspectRatio(Core::g_aspect_wide);
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float source_aspect = VideoInterface::GetAspectRatio();
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if (Core::g_aspect_wide)
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source_aspect = AspectToWidescreen(source_aspect);
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float target_aspect;
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switch (g_ActiveConfig.iAspectRatio)
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@ -440,10 +443,10 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
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target_aspect = WinWidth / WinHeight;
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break;
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case ASPECT_ANALOG:
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target_aspect = VideoInterface::GetAspectRatio(false);
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target_aspect = VideoInterface::GetAspectRatio();
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break;
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case ASPECT_ANALOG_WIDE:
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target_aspect = VideoInterface::GetAspectRatio(true);
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target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
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break;
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default:
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// ASPECT_AUTO
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@ -476,17 +479,13 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
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// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
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float Ratio;
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switch (g_ActiveConfig.iAspectRatio)
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if (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || (g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && Core::g_aspect_wide))
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{
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case ASPECT_ANALOG_WIDE:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(true);
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break;
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case ASPECT_ANALOG:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(false);
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break;
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default:
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio(Core::g_aspect_wide);
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break;
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Ratio = (WinWidth / WinHeight) / AspectToWidescreen(VideoInterface::GetAspectRatio());
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}
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else
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{
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Ratio = (WinWidth / WinHeight) / VideoInterface::GetAspectRatio();
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}
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if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
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@ -512,18 +511,7 @@ void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
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// ------------------
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if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
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{
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switch (g_ActiveConfig.iAspectRatio)
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{
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case ASPECT_ANALOG_WIDE:
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Ratio = (16.0f / 9.0f) / VideoInterface::GetAspectRatio(true);
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break;
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case ASPECT_ANALOG:
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Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio(false);
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break;
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default:
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Ratio = (!Core::g_aspect_wide ? (4.0f / 3.0f) : (16.0f / 9.0f)) / VideoInterface::GetAspectRatio(Core::g_aspect_wide);
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break;
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}
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Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio();
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if (Ratio <= 1.0f)
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{
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Ratio = 1.0f / Ratio;
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