Video: implement custom aspect ratio support (already exposed to Qt).

This also renamed some variables/functions.
This commit is contained in:
Filoppi 2023-12-13 00:27:01 +02:00
parent f96bea95d8
commit b3aa6ad93b
10 changed files with 129 additions and 43 deletions

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@ -21,6 +21,10 @@ const Info<int> GFX_ADAPTER{{System::GFX, "Hardware", "Adapter"}, 0};
const Info<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}, false};
const Info<AspectMode> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"}, AspectMode::Auto};
const Info<int> GFX_CUSTOM_ASPECT_RATIO_WIDTH{{System::GFX, "Settings", "CustomAspectRatioWidth"},
1};
const Info<int> GFX_CUSTOM_ASPECT_RATIO_HEIGHT{{System::GFX, "Settings", "CustomAspectRatioHeight"},
1};
const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"},
AspectMode::Auto};
const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD{

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@ -28,6 +28,8 @@ extern const Info<int> GFX_ADAPTER;
extern const Info<bool> GFX_WIDESCREEN_HACK;
extern const Info<AspectMode> GFX_ASPECT_RATIO;
extern const Info<int> GFX_CUSTOM_ASPECT_RATIO_WIDTH;
extern const Info<int> GFX_CUSTOM_ASPECT_RATIO_HEIGHT;
extern const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO;
extern const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD;
extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP;

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@ -359,8 +359,9 @@ void AdvancedWidget::AddDescriptions()
"level 9 but finish in significantly less time.<br><br>"
"<dolphin_emphasis>If unsure, leave this at 6.</dolphin_emphasis>");
static const char TR_CROPPING_DESCRIPTION[] = QT_TR_NOOP(
"Crops the picture from its native aspect ratio to 4:3 or "
"16:9.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
"Crops the picture from its native aspect ratio (which rarely exactly matches 4:3 or 16:9),"
" to the specific user target aspect ratio (e.g. 4:3 or 16:9).<br><br>"
"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
"Enables progressive scan if supported by the emulated software. Most games don't have "
"any issue with this.<br><br><dolphin_emphasis>If unsure, leave this "

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@ -20,6 +20,7 @@
#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
#include "DolphinQt/Config/ConfigControls/ConfigInteger.h"
#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/ToolTipControls/ToolTipComboBox.h"
@ -54,9 +55,20 @@ void GeneralWidget::CreateWidgets()
m_video_layout = new QGridLayout();
m_backend_combo = new ToolTipComboBox();
m_aspect_combo =
new ConfigChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
Config::GFX_ASPECT_RATIO);
m_aspect_combo = new ConfigChoice(
{tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window"), tr("Custom")},
Config::GFX_ASPECT_RATIO);
m_custom_aspect_label = new QLabel(tr("Custom Aspect Ratio:"));
m_custom_aspect_label->setHidden(true);
constexpr int MAX_CUSTOM_ASPECT_RATIO_RESOLUTION = 10000;
m_custom_aspect_width = new ConfigInteger(1, MAX_CUSTOM_ASPECT_RATIO_RESOLUTION,
Config::GFX_CUSTOM_ASPECT_RATIO_WIDTH);
m_custom_aspect_width->setEnabled(false);
m_custom_aspect_width->setHidden(true);
m_custom_aspect_height = new ConfigInteger(1, MAX_CUSTOM_ASPECT_RATIO_RESOLUTION,
Config::GFX_CUSTOM_ASPECT_RATIO_HEIGHT);
m_custom_aspect_height->setEnabled(false);
m_custom_aspect_height->setHidden(true);
m_adapter_combo = new ToolTipComboBox;
m_enable_vsync = new ConfigBool(tr("V-Sync"), Config::GFX_VSYNC);
m_enable_fullscreen = new ConfigBool(tr("Start in Fullscreen"), Config::MAIN_FULLSCREEN);
@ -70,16 +82,20 @@ void GeneralWidget::CreateWidgets()
}
m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
m_video_layout->addWidget(m_backend_combo, 0, 1);
m_video_layout->addWidget(m_backend_combo, 0, 1, 1, -1);
m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
m_video_layout->addWidget(m_adapter_combo, 1, 1);
m_video_layout->addWidget(m_adapter_combo, 1, 1, 1, -1);
m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
m_video_layout->addWidget(m_aspect_combo, 3, 1);
m_video_layout->addWidget(m_aspect_combo, 3, 1, 1, -1);
m_video_layout->addWidget(m_enable_vsync, 4, 0);
m_video_layout->addWidget(m_enable_fullscreen, 4, 1);
m_video_layout->addWidget(m_custom_aspect_label, 4, 0);
m_video_layout->addWidget(m_custom_aspect_width, 4, 1);
m_video_layout->addWidget(m_custom_aspect_height, 4, 2);
m_video_layout->addWidget(m_enable_vsync, 5, 0);
m_video_layout->addWidget(m_enable_fullscreen, 5, 1, 1, -1);
// Other
auto* m_options_box = new QGroupBox(tr("Other"));
@ -138,6 +154,14 @@ void GeneralWidget::ConnectWidgets()
Config::SetBaseOrCurrent(Config::GFX_ADAPTER, index);
emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
});
connect(m_aspect_combo, qOverload<int>(&QComboBox::currentIndexChanged), this, [&](int index) {
const bool is_custom_aspect_ratio = (index == static_cast<int>(AspectMode::Custom));
m_custom_aspect_width->setEnabled(is_custom_aspect_ratio);
m_custom_aspect_height->setEnabled(is_custom_aspect_ratio);
m_custom_aspect_label->setHidden(!is_custom_aspect_ratio);
m_custom_aspect_width->setHidden(!is_custom_aspect_ratio);
m_custom_aspect_height->setHidden(!is_custom_aspect_ratio);
});
}
void GeneralWidget::LoadSettings()
@ -145,6 +169,13 @@ void GeneralWidget::LoadSettings()
// Video Backend
m_backend_combo->setCurrentIndex(m_backend_combo->findData(
QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
const bool is_custom_aspect_ratio = (Config::Get(Config::GFX_ASPECT_RATIO) == AspectMode::Custom);
m_custom_aspect_width->setEnabled(is_custom_aspect_ratio);
m_custom_aspect_height->setEnabled(is_custom_aspect_ratio);
m_custom_aspect_label->setHidden(!is_custom_aspect_ratio);
m_custom_aspect_width->setHidden(!is_custom_aspect_ratio);
m_custom_aspect_height->setHidden(!is_custom_aspect_ratio);
}
void GeneralWidget::SaveSettings()
@ -207,11 +238,15 @@ void GeneralWidget::AddDescriptions()
QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
"a separate render window.<br><br><dolphin_emphasis>If unsure, leave "
"this unchecked.</dolphin_emphasis>");
static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
"Selects which aspect ratio to use when rendering.<br><br>Auto: Uses the native aspect "
"ratio<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio.<br>Force 4:3: "
"Mimics a standard 4:3 analog TV.<br>Stretch to Window: Stretches the picture to the "
"window size.<br><br><dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
static const char TR_ASPECT_RATIO_DESCRIPTION[] =
QT_TR_NOOP("Selects which aspect ratio to use when rendering.<br>"
"Each game can have a slightly different native aspect ratio."
"<br><br>Auto: Uses the native aspect ratio"
"<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio."
"<br>Force 4:3: Mimics a standard 4:3 analog TV."
"<br>Stretch to Window: Stretches the picture to the window size."
"<br>Custom: For games running with specific custom aspect ratio cheats.<br><br>"
"<dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
static const char TR_VSYNC_DESCRIPTION[] = QT_TR_NOOP(
"Waits for vertical blanks in order to prevent tearing.<br><br>Decreases performance "
"if emulation speed is below 100%.<br><br><dolphin_emphasis>If unsure, leave "
@ -260,6 +295,9 @@ void GeneralWidget::AddDescriptions()
m_aspect_combo->SetTitle(tr("Aspect Ratio"));
m_aspect_combo->SetDescription(tr(TR_ASPECT_RATIO_DESCRIPTION));
m_custom_aspect_width->SetTitle(tr("Custom Aspect Ratio Width"));
m_custom_aspect_height->SetTitle(tr("Custom Aspect Ratio Height"));
m_enable_vsync->SetDescription(tr(TR_VSYNC_DESCRIPTION));
m_enable_fullscreen->SetDescription(tr(TR_FULLSCREEN_DESCRIPTION));

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@ -9,10 +9,12 @@
class ConfigBool;
class ConfigChoice;
class ConfigInteger;
class ConfigRadioInt;
class GraphicsWindow;
class QCheckBox;
class QComboBox;
class QLabel;
class QRadioButton;
class QGridLayout;
class ToolTipComboBox;
@ -41,6 +43,9 @@ private:
ToolTipComboBox* m_backend_combo;
ToolTipComboBox* m_adapter_combo;
ConfigChoice* m_aspect_combo;
QLabel* m_custom_aspect_label;
ConfigInteger* m_custom_aspect_width;
ConfigInteger* m_custom_aspect_height;
ConfigBool* m_enable_vsync;
ConfigBool* m_enable_fullscreen;

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@ -402,12 +402,15 @@ void HotkeyScheduler::Run()
case AspectMode::Stretch:
OSD::AddMessage("Stretch");
break;
case AspectMode::Analog:
case AspectMode::ForceStandard:
OSD::AddMessage("Force 4:3");
break;
case AspectMode::AnalogWide:
case AspectMode::ForceWide:
OSD::AddMessage("Force 16:9");
break;
case AspectMode::Custom:
OSD::AddMessage("Custom");
break;
case AspectMode::Auto:
default:
OSD::AddMessage("Auto");

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@ -28,9 +28,10 @@ static constexpr int VIDEO_ENCODER_LCM = 4;
namespace VideoCommon
{
static float AspectToWidescreen(float aspect)
// Stretches the native/internal analog resolution aspect ratio from ~4:3 to ~16:9
static float SourceAspectRatioToWidescreen(float source_aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
return source_aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
static std::tuple<int, int> FindClosestIntegerResolution(float width, float height,
@ -292,15 +293,22 @@ float Presenter::CalculateDrawAspectRatio(bool allow_stretch) const
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
auto& vi = Core::System::GetInstance().GetVideoInterface();
const float aspect_ratio = vi.GetAspectRatio();
const float source_aspect_ratio = vi.GetAspectRatio();
if (aspect_mode == AspectMode::AnalogWide ||
// This will scale up the source ~4:3 resolution to its equivalent ~16:9 resolution
if (aspect_mode == AspectMode::ForceWide ||
(aspect_mode == AspectMode::Auto && g_widescreen->IsGameWidescreen()))
{
return AspectToWidescreen(aspect_ratio);
return SourceAspectRatioToWidescreen(source_aspect_ratio);
}
// For the "custom" mode, we force the exact target aspect ratio, without
// acknowleding the difference between the source aspect ratio and 4:3.
else if (aspect_mode == AspectMode::Custom)
{
return g_ActiveConfig.GetCustomAspectRatio();
}
return aspect_ratio;
return source_aspect_ratio;
}
void Presenter::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
@ -414,7 +422,7 @@ void Presenter::SetSuggestedWindowSize(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 +434,28 @@ 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 +480,13 @@ 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+

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@ -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);

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@ -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;

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@ -36,18 +36,18 @@ 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;
}
}
@ -64,9 +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: