Fix the widescreen hack for Wii games with 4:3 forced in game INI

This commit is contained in:
JosJuice 2018-11-07 19:00:24 +01:00
parent 3d61b1a1d5
commit b93b7ec419
3 changed files with 15 additions and 6 deletions

View File

@ -85,9 +85,6 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
UpdateDrawRectangle();
CalculateTargetSize();
if (SConfig::GetInstance().bWii)
m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
m_last_efb_multisamples = g_ActiveConfig.iMultisamples;
}
@ -639,9 +636,19 @@ void Renderer::RecordVideoMemory()
void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
u64 ticks)
{
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
if (!SConfig::GetInstance().bWii)
const AspectMode suggested = g_ActiveConfig.suggested_aspect_mode;
if (suggested == AspectMode::Analog || suggested == AspectMode::AnalogWide)
{
m_aspect_wide = suggested == AspectMode::AnalogWide;
}
else if (SConfig::GetInstance().bWii)
{
m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
}
else
{
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
size_t flush_count_4_3, flush_count_anamorphic;
std::tie(flush_count_4_3, flush_count_anamorphic) =
g_vertex_manager->ResetFlushAspectRatioCount();

View File

@ -62,8 +62,9 @@ void VideoConfig::Refresh()
bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
const AspectMode config_aspect_mode = Config::Get(Config::GFX_ASPECT_RATIO);
suggested_aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
if (config_aspect_mode == AspectMode::Auto)
aspect_mode = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO);
aspect_mode = suggested_aspect_mode;
else
aspect_mode = config_aspect_mode;
bCrop = Config::Get(Config::GFX_CROP);

View File

@ -62,6 +62,7 @@ struct VideoConfig final
bool bVSync;
bool bWidescreenHack;
AspectMode aspect_mode;
AspectMode suggested_aspect_mode;
bool bCrop; // Aspect ratio controls.
bool bShaderCache;