Heuristic to detect if a gamecube game is rendering 16:9 widescreen.
Someone suggested on IRC that we should make a database of memory locations in GameCube games which contain the 'Widescreen' setting so we can automatically detect if the game is in 4:3 or 16:9 mode. But that's hardly optimal, when the game actually tells the gpu what aspect ratio to render in. 10 min and 6 lines of code later, this is the result. Not only does it detect the correct aspect ratio it does so on the fly. I'm a little suprised nobody thought about doing this before.
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@ -9,6 +9,8 @@
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/RenderBase.h"
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@ -417,6 +419,21 @@ void VertexShaderManager::SetConstants()
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g_fProjectionMatrix[14] = -1.0f;
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g_fProjectionMatrix[15] = 0.0f;
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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if (!SConfig::GetInstance().bWii)
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{
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// Due to the BT.601 standard which the GameCube is based on being a compromise
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// between PAL and NTSC, neither standard gets square pixels. They are each off
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do these tests
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// with a large amount of slop.
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float aspect = fabsf(rawProjection[2] / rawProjection[0]);
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if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11) // within 11% of 16:9
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g_aspect_wide = true;
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else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11) // within 11% of 4:3
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g_aspect_wide = false;
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}
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SETSTAT_FT(stats.gproj_0, g_fProjectionMatrix[0]);
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SETSTAT_FT(stats.gproj_1, g_fProjectionMatrix[1]);
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SETSTAT_FT(stats.gproj_2, g_fProjectionMatrix[2]);
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