Video: implement custom aspect ratio support (already exposed to Qt).
This also renamed some variables/functions.
This commit is contained in:
parent
f96bea95d8
commit
b3aa6ad93b
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@ -21,6 +21,10 @@ const Info<int> GFX_ADAPTER{{System::GFX, "Hardware", "Adapter"}, 0};
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const Info<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}, false};
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const Info<AspectMode> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"}, AspectMode::Auto};
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const Info<int> GFX_CUSTOM_ASPECT_RATIO_WIDTH{{System::GFX, "Settings", "CustomAspectRatioWidth"},
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1};
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const Info<int> GFX_CUSTOM_ASPECT_RATIO_HEIGHT{{System::GFX, "Settings", "CustomAspectRatioHeight"},
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1};
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const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"},
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AspectMode::Auto};
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const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD{
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@ -28,6 +28,8 @@ extern const Info<int> GFX_ADAPTER;
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extern const Info<bool> GFX_WIDESCREEN_HACK;
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extern const Info<AspectMode> GFX_ASPECT_RATIO;
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extern const Info<int> GFX_CUSTOM_ASPECT_RATIO_WIDTH;
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extern const Info<int> GFX_CUSTOM_ASPECT_RATIO_HEIGHT;
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extern const Info<AspectMode> GFX_SUGGESTED_ASPECT_RATIO;
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extern const Info<u32> GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD;
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extern const Info<float> GFX_WIDESCREEN_HEURISTIC_ASPECT_RATIO_SLOP;
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@ -359,8 +359,9 @@ void AdvancedWidget::AddDescriptions()
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"level 9 but finish in significantly less time.<br><br>"
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"<dolphin_emphasis>If unsure, leave this at 6.</dolphin_emphasis>");
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static const char TR_CROPPING_DESCRIPTION[] = QT_TR_NOOP(
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"Crops the picture from its native aspect ratio to 4:3 or "
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"16:9.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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"Crops the picture from its native aspect ratio (which rarely exactly matches 4:3 or 16:9),"
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" to the specific user target aspect ratio (e.g. 4:3 or 16:9).<br><br>"
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"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
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"Enables progressive scan if supported by the emulated software. Most games don't have "
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"any issue with this.<br><br><dolphin_emphasis>If unsure, leave this "
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@ -20,6 +20,7 @@
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#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
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#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
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#include "DolphinQt/Config/ConfigControls/ConfigInteger.h"
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#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
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#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt/Config/ToolTipControls/ToolTipComboBox.h"
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@ -54,9 +55,20 @@ void GeneralWidget::CreateWidgets()
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m_video_layout = new QGridLayout();
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m_backend_combo = new ToolTipComboBox();
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m_aspect_combo =
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new ConfigChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
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m_aspect_combo = new ConfigChoice(
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{tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window"), tr("Custom")},
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Config::GFX_ASPECT_RATIO);
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m_custom_aspect_label = new QLabel(tr("Custom Aspect Ratio:"));
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m_custom_aspect_label->setHidden(true);
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constexpr int MAX_CUSTOM_ASPECT_RATIO_RESOLUTION = 10000;
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m_custom_aspect_width = new ConfigInteger(1, MAX_CUSTOM_ASPECT_RATIO_RESOLUTION,
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Config::GFX_CUSTOM_ASPECT_RATIO_WIDTH);
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m_custom_aspect_width->setEnabled(false);
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m_custom_aspect_width->setHidden(true);
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m_custom_aspect_height = new ConfigInteger(1, MAX_CUSTOM_ASPECT_RATIO_RESOLUTION,
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Config::GFX_CUSTOM_ASPECT_RATIO_HEIGHT);
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m_custom_aspect_height->setEnabled(false);
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m_custom_aspect_height->setHidden(true);
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m_adapter_combo = new ToolTipComboBox;
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m_enable_vsync = new ConfigBool(tr("V-Sync"), Config::GFX_VSYNC);
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m_enable_fullscreen = new ConfigBool(tr("Start in Fullscreen"), Config::MAIN_FULLSCREEN);
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@ -70,16 +82,20 @@ void GeneralWidget::CreateWidgets()
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}
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m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
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m_video_layout->addWidget(m_backend_combo, 0, 1);
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m_video_layout->addWidget(m_backend_combo, 0, 1, 1, -1);
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m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
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m_video_layout->addWidget(m_adapter_combo, 1, 1);
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m_video_layout->addWidget(m_adapter_combo, 1, 1, 1, -1);
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m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
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m_video_layout->addWidget(m_aspect_combo, 3, 1);
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m_video_layout->addWidget(m_aspect_combo, 3, 1, 1, -1);
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m_video_layout->addWidget(m_enable_vsync, 4, 0);
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m_video_layout->addWidget(m_enable_fullscreen, 4, 1);
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m_video_layout->addWidget(m_custom_aspect_label, 4, 0);
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m_video_layout->addWidget(m_custom_aspect_width, 4, 1);
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m_video_layout->addWidget(m_custom_aspect_height, 4, 2);
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m_video_layout->addWidget(m_enable_vsync, 5, 0);
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m_video_layout->addWidget(m_enable_fullscreen, 5, 1, 1, -1);
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// Other
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auto* m_options_box = new QGroupBox(tr("Other"));
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@ -138,6 +154,14 @@ void GeneralWidget::ConnectWidgets()
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Config::SetBaseOrCurrent(Config::GFX_ADAPTER, index);
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emit BackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
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});
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connect(m_aspect_combo, qOverload<int>(&QComboBox::currentIndexChanged), this, [&](int index) {
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const bool is_custom_aspect_ratio = (index == static_cast<int>(AspectMode::Custom));
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m_custom_aspect_width->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_height->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_label->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_width->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_height->setHidden(!is_custom_aspect_ratio);
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});
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}
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void GeneralWidget::LoadSettings()
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@ -145,6 +169,13 @@ void GeneralWidget::LoadSettings()
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// Video Backend
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m_backend_combo->setCurrentIndex(m_backend_combo->findData(
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QVariant(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)))));
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const bool is_custom_aspect_ratio = (Config::Get(Config::GFX_ASPECT_RATIO) == AspectMode::Custom);
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m_custom_aspect_width->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_height->setEnabled(is_custom_aspect_ratio);
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m_custom_aspect_label->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_width->setHidden(!is_custom_aspect_ratio);
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m_custom_aspect_height->setHidden(!is_custom_aspect_ratio);
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}
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void GeneralWidget::SaveSettings()
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@ -207,11 +238,15 @@ void GeneralWidget::AddDescriptions()
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QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
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"a separate render window.<br><br><dolphin_emphasis>If unsure, leave "
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"this unchecked.</dolphin_emphasis>");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
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"Selects which aspect ratio to use when rendering.<br><br>Auto: Uses the native aspect "
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"ratio<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio.<br>Force 4:3: "
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"Mimics a standard 4:3 analog TV.<br>Stretch to Window: Stretches the picture to the "
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"window size.<br><br><dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] =
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QT_TR_NOOP("Selects which aspect ratio to use when rendering.<br>"
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"Each game can have a slightly different native aspect ratio."
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"<br><br>Auto: Uses the native aspect ratio"
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"<br>Force 16:9: Mimics an analog TV with a widescreen aspect ratio."
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"<br>Force 4:3: Mimics a standard 4:3 analog TV."
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"<br>Stretch to Window: Stretches the picture to the window size."
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"<br>Custom: For games running with specific custom aspect ratio cheats.<br><br>"
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"<dolphin_emphasis>If unsure, select Auto.</dolphin_emphasis>");
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static const char TR_VSYNC_DESCRIPTION[] = QT_TR_NOOP(
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"Waits for vertical blanks in order to prevent tearing.<br><br>Decreases performance "
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"if emulation speed is below 100%.<br><br><dolphin_emphasis>If unsure, leave "
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@ -260,6 +295,9 @@ void GeneralWidget::AddDescriptions()
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m_aspect_combo->SetTitle(tr("Aspect Ratio"));
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m_aspect_combo->SetDescription(tr(TR_ASPECT_RATIO_DESCRIPTION));
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m_custom_aspect_width->SetTitle(tr("Custom Aspect Ratio Width"));
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m_custom_aspect_height->SetTitle(tr("Custom Aspect Ratio Height"));
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m_enable_vsync->SetDescription(tr(TR_VSYNC_DESCRIPTION));
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m_enable_fullscreen->SetDescription(tr(TR_FULLSCREEN_DESCRIPTION));
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@ -9,10 +9,12 @@
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class ConfigBool;
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class ConfigChoice;
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class ConfigInteger;
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class ConfigRadioInt;
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class GraphicsWindow;
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class QCheckBox;
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class QComboBox;
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class QLabel;
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class QRadioButton;
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class QGridLayout;
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class ToolTipComboBox;
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@ -41,6 +43,9 @@ private:
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ToolTipComboBox* m_backend_combo;
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ToolTipComboBox* m_adapter_combo;
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ConfigChoice* m_aspect_combo;
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QLabel* m_custom_aspect_label;
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ConfigInteger* m_custom_aspect_width;
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ConfigInteger* m_custom_aspect_height;
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ConfigBool* m_enable_vsync;
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ConfigBool* m_enable_fullscreen;
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@ -402,12 +402,15 @@ void HotkeyScheduler::Run()
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case AspectMode::Stretch:
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OSD::AddMessage("Stretch");
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break;
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case AspectMode::Analog:
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case AspectMode::ForceStandard:
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OSD::AddMessage("Force 4:3");
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break;
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case AspectMode::AnalogWide:
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case AspectMode::ForceWide:
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OSD::AddMessage("Force 16:9");
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break;
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case AspectMode::Custom:
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OSD::AddMessage("Custom");
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break;
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case AspectMode::Auto:
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default:
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OSD::AddMessage("Auto");
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@ -28,9 +28,10 @@ static constexpr int VIDEO_ENCODER_LCM = 4;
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namespace VideoCommon
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{
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static float AspectToWidescreen(float aspect)
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// Stretches the native/internal analog resolution aspect ratio from ~4:3 to ~16:9
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static float SourceAspectRatioToWidescreen(float source_aspect)
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{
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return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
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return source_aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
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}
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static std::tuple<int, int> FindClosestIntegerResolution(float width, float height,
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@ -292,15 +293,22 @@ float Presenter::CalculateDrawAspectRatio(bool allow_stretch) const
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return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
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auto& vi = Core::System::GetInstance().GetVideoInterface();
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const float aspect_ratio = vi.GetAspectRatio();
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const float source_aspect_ratio = vi.GetAspectRatio();
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if (aspect_mode == AspectMode::AnalogWide ||
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// This will scale up the source ~4:3 resolution to its equivalent ~16:9 resolution
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if (aspect_mode == AspectMode::ForceWide ||
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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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return SourceAspectRatioToWidescreen(source_aspect_ratio);
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}
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// For the "custom" mode, we force the exact target aspect ratio, without
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// acknowleding the difference between the source aspect ratio and 4:3.
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else if (aspect_mode == AspectMode::Custom)
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{
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return g_ActiveConfig.GetCustomAspectRatio();
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}
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return aspect_ratio;
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return source_aspect_ratio;
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}
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void Presenter::AdjustRectanglesToFitBounds(MathUtil::Rectangle<int>* target_rect,
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@ -414,7 +422,7 @@ void Presenter::SetSuggestedWindowSize(int width, int height)
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Host_RequestRenderWindowSize(out_width, out_height);
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}
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// Crop to exactly 16:9 or 4:3 if enabled and not AspectMode::Stretch.
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// Crop to exact forced aspect ratios if enabled and not AspectMode::Stretch.
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std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float height,
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bool allow_stretch) const
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{
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@ -426,13 +434,28 @@ std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float h
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if (!g_ActiveConfig.bCrop || aspect_mode == AspectMode::Stretch)
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return {width, height};
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// Force 4:3 or 16:9 by cropping the image.
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// Force aspect ratios by cropping the image.
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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_widescreen->IsGameWidescreen())) ?
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(16.0f / 9.0f) :
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(4.0f / 3.0f);
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float expected_aspect;
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switch (aspect_mode)
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{
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default:
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case AspectMode::Auto:
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expected_aspect = g_widescreen->IsGameWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
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break;
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case AspectMode::ForceWide:
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expected_aspect = 16.0f / 9.0f;
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break;
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case AspectMode::ForceStandard:
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expected_aspect = 4.0f / 3.0f;
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break;
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// There should be no cropping needed in the custom case,
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// as output should always exactly match the target aspect ratio
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case AspectMode::Custom:
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expected_aspect = g_ActiveConfig.GetCustomAspectRatio();
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break;
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}
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if (current_aspect > expected_aspect)
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{
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// keep height, crop width
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@ -457,11 +480,13 @@ void Presenter::UpdateDrawRectangle()
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if (g_ActiveConfig.bWidescreenHack)
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{
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auto& vi = Core::System::GetInstance().GetVideoInterface();
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float source_aspect = vi.GetAspectRatio();
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float source_aspect_ratio = vi.GetAspectRatio();
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// If the game is meant to be in widescreen (or forced to),
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// scale the source aspect ratio to it.
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if (g_widescreen->IsGameWidescreen())
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source_aspect = AspectToWidescreen(source_aspect);
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source_aspect_ratio = SourceAspectRatioToWidescreen(source_aspect_ratio);
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const float adjust = source_aspect / draw_aspect_ratio;
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const float adjust = source_aspect_ratio / draw_aspect_ratio;
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if (adjust > 1)
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{
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// Vert+
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@ -85,6 +85,8 @@ void VideoConfig::Refresh()
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bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
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aspect_mode = Config::Get(Config::GFX_ASPECT_RATIO);
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custom_aspect_width = Config::Get(Config::GFX_CUSTOM_ASPECT_RATIO_WIDTH);
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custom_aspect_height = Config::Get(Config::GFX_CUSTOM_ASPECT_RATIO_HEIGHT);
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suggested_aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
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widescreen_heuristic_transition_threshold =
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Config::Get(Config::GFX_WIDESCREEN_HEURISTIC_TRANSITION_THRESHOLD);
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@ -21,10 +21,11 @@ constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
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enum class AspectMode : int
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{
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Auto,
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AnalogWide,
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Analog,
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Auto, // 4:3 or 16:9
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ForceWide, // 16:9
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ForceStandard, // 4:3
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Stretch,
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Custom,
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};
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enum class StereoMode : int
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@ -105,6 +106,8 @@ struct VideoConfig final
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bool bVSyncActive = false;
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bool bWidescreenHack = false;
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AspectMode aspect_mode{};
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int custom_aspect_width = 1;
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int custom_aspect_height = 1;
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AspectMode suggested_aspect_mode{};
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u32 widescreen_heuristic_transition_threshold = 0;
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float widescreen_heuristic_aspect_ratio_slop = 0.f;
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@ -365,6 +368,8 @@ struct VideoConfig final
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bool UsingUberShaders() const;
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u32 GetShaderCompilerThreads() const;
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u32 GetShaderPrecompilerThreads() const;
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float GetCustomAspectRatio() const { return (float)custom_aspect_width / custom_aspect_height; }
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};
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extern VideoConfig g_Config;
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@ -36,18 +36,18 @@ void WidescreenManager::Update()
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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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if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceStandard)
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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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else if (g_ActiveConfig.suggested_aspect_mode == AspectMode::ForceWide)
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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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if (aspect_mode == AspectMode::ForceStandard)
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m_is_game_widescreen = false;
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else if (aspect_mode == AspectMode::AnalogWide)
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else if (aspect_mode == AspectMode::ForceWide)
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m_is_game_widescreen = true;
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}
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}
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@ -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:
|
||||
|
|
Loading…
Reference in New Issue